[1]
An Actionable Approach to Understand Group Experience in Complex,
Multi-surface Spaces
Displays and Shared Interactions
/
Martinez-Maldonado, Roberto
/
Goodyear, Peter
/
Kay, Judy
/
Thompson, Kate
/
Carvalho, Lucila
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2062-2074
© Copyright 2016 ACM
Summary: There is a steadily growing interest in the design of spaces in which
multiple interactive surfaces are present and, in turn, in understanding their
role in group activity. However, authentic activities in these multi-surface
spaces can be complex. Groups commonly use digital and non-digital artefacts,
tools and resources, in varied ways depending on their specific social and
epistemic goals. Thus, designing for collaboration in such spaces can be very
challenging. Importantly, there is still a lack of agreement on how to approach
the analysis of groups' experiences in these heterogeneous spaces. This paper
presents an actionable approach that aims to address the complexity of
understanding multi-user multi-surface systems. We provide a structure for
applying different analytical tools in terms of four closely related dimensions
of user activity: the setting, the tasks, the people and the runtime
co-configuration. The applicability of our approach is illustrated with six
types of analysis of group activity in a multi-surface design studio.
[2]
Skeletons and Silhouettes: Comparing User Representations at a Gesture-based
Large Display
In-Air Gesture
/
Ackad, Christopher
/
Tomitsch, Martin
/
Kay, Judy
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2343-2347
© Copyright 2016 ACM
Summary: Mid-air gestures offer a promising way to interact with large public
displays. User representations are important to attract people to such
displays, convey interactivity and provide meaningful gesture feedback. We
evaluated two forms of user representation, an abstract skeleton and a
silhouette, at a large public information display. Results from 56 days, with
190 sessions involving 483 detected people, indicate the silhouette attracted
more passers-by to interact and, of these, more engaged in serious browsing
interactions. By contrast, the skeleton representation had more playful
interactions. Our work contributes to the understanding of the implications of
these choices of user representation.
[3]
Daily & Hourly Adherence: Towards Understanding Activity Tracker
Accuracy
Late-Breaking Works: Usable, Useful, and Desirable
/
Tang, Lie Ming
/
Day, Margot
/
Engelen, Lina
/
Poronnik, Philip
/
Bauman, Adrian
/
Kay, Judy
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3211-3218
© Copyright 2016 ACM
Summary: We tackle the important problem of understanding the accuracy of activity
tracker data. To do this, we introduce the notions of daily and hourly
adherence, key aspects of how consistently people wear trackers. We hypothesise
that these measures provide a valuable means to address accuracy problems in
population level activity tracking data. To test this, we conducted a
semester-long study of 237 University students: 88 Information Technology, 149
Medical Science. We illustrate how our adherence measures provide new ways to
interpret data and valuable insights that take account of tracker data
accuracy. Finally, we discuss broader roles for daily and hourly adherence
measures in activity tracker data.
[4]
Harnessing Big Personal Data, with Scrutable User Modelling for Privacy and
Control
Keynote 1
/
Kay, Judy
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1-2
© Copyright 2015 ACM
Summary: My work aims to enable people to harness, control and manage their big
personal data. This is challenging because people are generating vast, and
growing, collections of personal data. That data is captured by a rich personal
digital ecosystems of devices, some worn or carried, and others are fixed or
embedded in the environment. Users explicitly store some data but systems also
capture the user's digital footprints, ranging from simple clicks and touches,
to images, audio and video. This personal data resides in a quite bewildering
range of places, from personal devices to cloud stores, in multitudes of silos.
Big personal data differs from the scientific big data in important ways.
Because it is personal, it should be handled in ways that enable people to
ensure it is managed and used as they wish. It may be of modest size compared
with scientific big data, but people consider their data stores as big, because
they are complex and hard to manage. A driving goal for my research has been to
tackle the challenges of big personal data by creating infrastructures,
representations and interfaces that enable a user to scrutinize and control
their personal data in a scrutable user model.
One important role for users models is personalisation, where the user model
is a dynamic set of evidence-based beliefs about the user. This is the
foundation for personalization, ranging from recommenders to teaching systems.
User models may represent anything from the user's attributes to their
knowledge, beliefs, goals, plans and preferences.
[5]
An in-the-wild study of learning mid-air gestures to browse hierarchical
information at a large interactive public display
Public displays
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Ackad, Christopher
/
Clayphan, Andrew
/
Tomitsch, Martin
/
Kay, Judy
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.1227-1238
© Copyright 2015 ACM
Summary: This paper describes the design and evaluation of our Media Ribbon, a large
public interactive display for browsing hierarchical information, with mid-air
gestures. Browsing a hierarchical information space is a fundamental form of
interaction. Designing learnable mid-air gestures is a current challenge for
large display interaction. Our in-the-wild evaluation draws on 41 days of
quantitative log data, with 4484 gestures detected, and qualitative data from
15 interviews, and associated video. We explored: whether our design enabled
people to learn the gestures; how our tutorial and feedback mechanisms
supported learning; and the effectiveness of support for browsing hierarchical
information. Our contributions are: (1) design of large public display for
browsing of hierarchical information; (2) with its gesture set; (3) insights
into the ways people learn and use this interface in our context; and (4)
guidelines for designing learnable mid-air gestures.
[6]
MOOClm: User Modelling for MOOCs
Long Presentations
/
Cook, Ronny
/
Kay, Judy
/
Kummerfeld, Bob
Proceedings of the 2015 Conference on User Modeling, Adaptation and
Personalization
2015-06-29
p.80-91
Keywords: MOOCs; Learner modelling; Open Learner Modelling (OLM); Learner model server
© Copyright 2015 Springer International Publishing Switzerland
Summary: Emerging MOOC platforms capture huge amounts of learner data. This paper
presents our MOOClm platform, for transforming data from MOOCs into independent
learner models that can drive personalisation and support reuse of the learner
model, for example in an Open Learner Model (OLM). We describe the MOOClm
architecture and demonstrate how we have used it to build OLMs.
[7]
The LATUX workflow: designing and deploying awareness tools in
technology-enabled learning settings
Indicators and tools for awareness
/
Martinez-Maldonado, Roberto
/
Pardo, Abelardo
/
Mirriahi, Negin
/
Yacef, Kalina
/
Kay, Judy
/
Clayphan, Andrew
LAK'15: 2015 International Conference on Learning Analytics and Knowledge
2015-03-16
p.1-10
© Copyright 2015 ACM
Summary: Designing, deploying and validating learning analytics tools for instructors
or students is a challenge requiring techniques and methods from different
disciplines, such as software engineering, human-computer interaction,
educational design and psychology. Whilst each of these disciplines has
consolidated design methodologies, there is a need for more specific
methodological frameworks within the cross-disciplinary space defined by
learning analytics. In particular there is no systematic workflow for producing
learning analytics tools that are both technologically feasible and truly
underpin the learning experience. In this paper, we present the LATUX workflow,
a five-stage workflow to design, deploy and validate awareness tools in
technology-enabled learning environments. LATUX is grounded on a
well-established design process for creating, testing and re-designing user
interfaces. We extend this process by integrating the pedagogical requirements
to generate visual analytics to inform instructors' pedagogical decisions or
intervention strategies. The workflow is illustrated with a case study in which
collaborative activities were deployed in a real classroom.
[8]
The importance of 'neighbourhood' in personalising location-based services
Home and away and neighbours
/
Wasinger, Rainer
/
He, Hai
/
Chinthammit, Winyu
/
Collis, Christy
/
Duh, Henry
/
Kay, Judy
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.172-175
© Copyright 2014 ACM
Summary: Location-Based Services (LBSes) provide information and functionality based
on a user's geographical location and surrounding area, yet there is currently
little known about how people actually perceive their surrounding area in
relation to its use by online services. With a focus on the home neighbourhood,
this paper introduces an experimental platform that supports a variety of LBSes
and the results of a study designed to understand how users define
'neighbourhood' as a geographical construct for use by online LBSes. To this
end, the study analyses the suitability of five different representation
methods (freeform, radius, suburb, postcode, and council area) and their
frequency of use across four different LBSes (item borrowing, media mention,
directory listing, and property).
Results show (1) that user-defined neighbourhoods differ greatly to the
existing geographical constructs that are typically employed by LBSes like
suburb, postcode, and council area (with only 22% similarity in overlap); (2)
that representation methods allowing a user to self-define an area (i.e.
freeform and radius) are used significantly more often by users (64% of the
time) than pre-defined constructs (i.e. suburb, postcode, and council area);
and (3) that many users (61%) have a dominant preference for a particular
representation method that they use across multiple services. These findings
are statistically significant and indicate that LBSes need to accommodate for
individualised representations of neighbourhood, or face missing the next wave
of personalisation in this field.
[9]
Multi-touch technology in a higher-education classroom: lessons in-the-wild
Learning and collaboration
/
Martinez-Maldonado, Roberto
/
Clayphan, Andrew
/
Ackad, Christopher
/
Kay, Judy
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.220-229
© Copyright 2014 ACM
Summary: Inspired by the promise of tabletops for collaborative learning, and
building on the many tabletop lab studies, and a few in-the-wild tabletop
classrooms, we designed the first semester-long use of a multi-tabletop
classroom for two university subjects, with 105 and 40 students respectively.
Surprisingly, we found that with just three applications, designed to meet
emerging teaching goals, we could support diverse classroom activities. Our
technology also featured key minimalist functions that proved effective in
enhancing the teacher's management of the class. This points to a research
agenda for the applications and functionalities needed to make tabletop
classrooms a reality. This paper describes the design process we followed to
deploy multi-touch technology as a classroom ecology and the lessons learnt
from the semester-long use in two authentic university courses.
[10]
Modelling Long Term Goals
Long Presentations
/
Barua, Debjanee
/
Kay, Judy
/
Kummerfeld, Bob
/
Paris, Cécile
Proceedings of the 2014 Conference on User Modeling, Adaptation and
Personalization
2014-07-07
p.1-12
Keywords: User Modelling; Long term User Models; Goal Setting; Intrinsic and Extrinsic
Factors; Motivation; User Interface; Usability
© Copyright 2014 Springer International Publishing
Summary: Goals have long been recognised as important in user modelling and
personalisation. Surprisingly, little research has dealt with user model
representations for people's long term goals. This paper describes our
theoretically-grounded design of user models for long term goals; notably, the
theory points to the critical role of the user interface to this Goal Model, to
enable people to set, monitor and refine their models over the long term. We
report on a multi-study evaluation of the tightly coupled user model
representation and Goal Interface, based on a preliminary lab study (16
participants), and a field trial (14 participants), starting with the lab study
and then the in-the-wild use and the questionnaires. This provides multiple
sources of evidence to validate the usefulness of our Goal Model to represent
three long term health-related goals. It shows that the Goal Interface is
usable and aids people in setting their long term goals.
[11]
Who cares about the Content? An Analysis of Playful Behaviour at a Public
Display
Papers Session #6
/
Tomitsch, Martin
/
Ackad, Christopher
/
Dawson, Oliver
/
Hespanhol, Luke
/
Kay, Judy
Proceedings of the 2014 ACM International Symposium on Pervasive Displays
2014-06-03
p.160-165
© Copyright 2014 ACM
Summary: In this paper, we report on a field deployment study of a public interactive
display, in which we observed a surprising number of interactions that seemed
to be more concerned about playing 'with' the display rather than exploring its
content. The display featured information about events at a nearby theatre and
activities at the university, and supported four basic gestures for navigating
through the content. To indicate its interactive capabilities, the display
represented passers-by as a mirror image in the form of a skeleton. Our
analysis of depth video recordings suggests that this representation may have
triggered some of the playful behaviour we observed in the deployment study. To
better understand how and when people engaged in playful behaviours, we
conducted an in-depth analysis of the 40 recordings of longest duration. These
had a total of 102 people recorded over an 8-day period. We discuss our
observations in the context of performative aspects of human actions in public
space, and how they can be fed back into the design of gesture interfaces for
public displays.
[12]
Gesture-based interaction design: communication and cognition
Workshop summaries
/
Maher, Mary Lou
/
Clausner, Tim
/
Tversky, Barbara
/
Kirsh, David
/
Kay, Judy
/
Danielescu, Andreea
/
Grace, Kazjon
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.61-64
© Copyright 2014 ACM
Summary: This workshop explores and identifies the cognitive issues fundamental to
the design of gestural interactive systems. To achieve this, a dialogue will be
facilitated among researchers in the cognitive science of gesture and gestural
interaction within the HCI community. During the workshop we will discuss the
different methodologies and results within the study of gestural interaction,
with a focus on how the use of bodily movement in an interface affects the
cognition of users, groups, communities and societies. We invite participants
from cognitive science, HCI, user experience design, educational technology and
interactive installation art to present their work on gestural interfaces and
discuss how that work has been observed to impact user perceptual or cognitive
faculties. The workshop's material outcomes include a book on gestural
interaction and cognition, while the research outcomes include methodologies,
heuristics, design principles and hypotheses for the further design and
investigation of gestural and tangible technologies.
[13]
Foundations for infrastructure and interfaces to support user control in
long-term user modelling
Human factors and programming
/
Barua, Debjanee
/
Kay, Judy
/
Paris, Cécile
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.125-134
© Copyright 2013 ACM
Summary: Personal sensors track data about many aspects of our lives. This data can
be used to form a long-term user model to help people self reflect on their
long-term goals. Yet, there is a dearth of work on designing the infrastructure
and associated interfaces so that people can control the data stored in their
user models, enabling them to use and manipulate their own data as they wish.
We have conducted a survey with over 100 participants to gain an understanding
of people's attitudes towards controlling their data. This paper presents the
design of the survey and reports on its results. We explored control issues in
terms of three sensors for weight, activity and inactivity. Our results paint a
nuanced picture of user preferences. We conclude with implications for
designing long-term user modelling systems for user control of personal sensor
data.
[14]
Integrating orchestration of ubiquitous and pervasive learning environments
Learning environments
/
Martinez-Maldonado, Roberto
/
Dimitriadis, Yannis
/
Clayphan, Andrew
/
Muñoz-Cristóbal, Juan A.
/
Prieto, Luis P.
/
Rodríguez-Triana, María Jesús
/
Kay, Judy
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.189-192
© Copyright 2013 ACM
Summary: Ubiquitous and pervasive computing devices, such as interactive tabletops,
whiteboards, tablets and phones, have the potential to enhance the management
and awareness of learning activities in important ways. They provide students
with natural ways to interact with collaborators, and can help teachers create
and manage learning tasks that can be carried out both in the classroom and at
a distance. But how can these emerging technologies be successfully integrated
into current teaching practice? This paper proposes an approach to integrate,
from the technological perspective, collaborative learning activities using
these kinds of devices. Our approach is based on the concept of orchestration,
which tackles the critical task for teachers to coordinate student's learning
activities within the constraints of authentic educational settings. Our
studies within authentic learning settings enabled us to identify three main
elements that are important for ubiquitous and pervasive learning settings.
These are i) regulation mechanisms, ii) interconnection with existing web-based
learning environments, and iii) awareness tools.
[15]
Measuring interactivity at an interactive public information display
Evaluation and usability
/
Ackad, Christopher
/
Wasinger, Rainer
/
Gluga, Richard
/
Kay, Judy
/
Tomitsch, Martin
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.329-332
© Copyright 2013 ACM
Summary: Public Information Displays (PIDs) have only recently begun to support user
interaction. Traditionally, such displays have been static and non-interactive,
and past research has shown that users of such displays (both non-interactive
and interactive) are often oblivious to them; a term commonly known as 'display
blindness'.
In this paper, we describe the results from a field study that was conducted
on a gesture-based PID, to observe interactivity with the display over a number
of different experiment conditions. Over a period of 120 days, a total of 2,468
people approached the display. Results show that 71% proceeded to face the
display, and from this, 62% of these people proceeded to interact with the
display, with average interaction sessions lasting 28 seconds. Results from
this study provide valuable insight into interaction sessions with interactive
PIDs, as well as an essential baseline for future studies into PID
interactivity.
[16]
An approach for designing and evaluating a plug-in vision-based tabletop
touch identification system
Touch interaction
/
Clayphan, Andrew
/
Martinez-Maldonado, Roberto
/
Ackad, Christopher
/
Kay, Judy
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.373-382
© Copyright 2013 ACM
Summary: Key functionality for interactive tabletops to provide effective
collaboration affordances requires touch identification, where each touch is
matched to the right user. This can be valuable to provide adaptive functions,
personalisation of content, collaborative gestures and capture of
differentiated interaction for real-time or further analysis. While there is
increased attention on touch-identification mechanisms, currently there is no
developed solution to readily enhance available tabletop hardware to include
such functionality. This paper proposes a plug-in system that adds touch
identification to a conventional tabletop. It also presents an analysis tool
and the design of an evaluation suite to inform application designers of the
effectiveness of the system to differentiate users. We illustrate its use by
evaluating the solution under a number of conditions of: scalability (number of
users); activity density; and multi-touch gestures. Our contributions are: (1)
an off-the-shelf system to add user differentiation and tracking to currently
available interactive tabletop hardware; and (2) the foundations for systematic
assessment of touch identification accuracy for vision-based systems.
[17]
Extending tabletop application design to the classroom
Education and training
/
Kharrufa, Ahmed
/
Martinez-Maldonado, Roberto
/
Kay, Judy
/
Olivier, Patrick
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.115-124
© Copyright 2013 ACM
Summary: While a number of guidelines exist for the design of learning applications
that target a single group working around an interactive tabletop, the same
cannot be said for the design of applications intended for use in
multi-tabletops deployments in the classroom. Accordingly, a number of these
guidelines for single-tabletop settings need to be extended to take account of
both the distinctive qualities of the classroom and the particular challenges
of having various groups using the same application on multiple tables
simultaneously. This paper presents an empirical analysis of the effectiveness
of designs for small-group multi-tabletop collaborative learning activities in
the wild. We use distributed cognition as a framework to analyze the small
number of authentic multi-tabletop deployments and help characterize the
technological and educational ecology of these classroom settings. Based on
previous research on single-tabletop collaboration, the concept of
orchestration, and both first-hand experience and second-hand accounts of the
few existing multiple-tabletop deployments to date, we develop a
three-dimensional framework of design recommendations for multi-tabletop
learning settings.
[18]
Scrutable User Models and Personalised Item Recommendation in Mobile
Lifestyle Applications
Full Research Papers
/
Wasinger, Rainer
/
Wallbank, James
/
Pizzato, Luiz
/
Kay, Judy
/
Kummerfeld, Bob
/
Böhmer, Matthias
/
Krüger, Antonio
Proceedings of the 2013 Conference on User Modeling, Adaptation and
Personalization
2013-06-10
p.77-88
Keywords: Mobile personalisation; user modelling; scrutability; recommender technology
© Copyright 2013 Springer-Verlag
Summary: This paper presents our work on supporting scrutable user models for use in
mobile applications that provide personalised item recommendations. In
particular, we describe a mobile lifestyle application in the fine-dining
domain, designed to recommend meals at a particular restaurant based on a
person's user model. The contributions of this work are three-fold. First is
the mobile application and its personalisation engine for item recommendation
using a content and critique-based hybrid recommender. Second, we illustrate
the control and scrutability that a user has in configuring their user model
and browsing a content list. Thirdly, this is validated in a user experiment
that illustrates how new digital features may revolutionise the way that
paper-based systems (like restaurant menus) currently work. Although this work
is based on restaurant menu recommendations, its approach to scrutability and
mobile client-side personalisation carry across to a broad class of commercial
applications.
[19]
Conveying interactivity at an interactive public information display
Proxemic interaction
/
Grace, Kazjon
/
Wasinger, Rainer
/
Ackad, Christopher
/
Collins, Anthony
/
Dawson, Oliver
/
Gluga, Richard
/
Kay, Judy
/
Tomitsch, Martin
Proceedings of the 2013 ACM International Symposium on Pervasive Displays
2013-06-04
p.19-24
© Copyright 2013 ACM
Summary: Successfully conveying the interactivity of a Public Information Display
(PID) can be the difference between a display that is used or not used by its
audience. In this paper, we present an interactive PID called 'Cruiser Ribbon'
that targets pedestrian traffic. We outline our interactive PID installation,
the visual cues used to alert people of the display's interactivity, the
interaction mechanisms with which people can interact with the display, and our
approach to presenting rich content that is hierarchical in nature and thus
navigable along multiple dimensions. This is followed by a field study on the
effectiveness of different mechanisms to convey display interactivity.
Results from this work show that users are significantly more likely to
notice an interactive display when a dynamic skeletal representation of the
user is combined with a visual spotlight effect (+8% more users) or a follow-me
effect (+7% more users), compared to just the dynamic skeletal representation.
Observation also suggests that -- at least for interactive PIDs -- the dynamic
skeletal representation may be distracting users away from interacting with a
display's actual content, and that individual interactivity cues are affected
by group size.
[20]
Viewing and Controlling Personal Sensor Data: What Do Users Want?
/
Barua, Debjanee
/
Kay, Judy
/
Paris, Cécile
Proceedings of the 2013 International Conference on Persuasive Technology
2013-04-03
p.15-26
© Copyright 2013 Springer-Verlag
Summary: Personal data from diverse sensors plays a key role in persuasive systems,
especially those aiming to help people achieve long term goals. We need to gain
an understanding of the ways people would like to capture and manage such data.
We report the design and outcomes of a study exploring how people want to keep
and control sensor data for long term health goals. We asked about three
sensors, for weight, activity and sitting. We chose these for their diversity
in terms of tracking progress on means and end goals, short and long term goals
and differing sensitivity of the data. Our results show that people want to use
and control a personal copy of such data and their preferences vary across
different sensors. This points to the need for future persuasive systems to
support these forms of user control over their sensor data.
[21]
Creating personalized systems that people can scrutinize and control:
Drivers, principles and experience
/
Kay, Judy
/
Kummerfeld, Bob
ACM Transactions on Interactive Intelligent Systems
2012-12
v.2
n.4
p.24
© Copyright 2012 ACM
Summary: Widespread personalized computing systems play an already important and
fast-growing role in diverse contexts, such as location-based services,
recommenders, commercial Web-based services, and teaching systems. The
personalization in these systems is driven by information about the user, a
user model. Moreover, as computers become both ubiquitous and pervasive,
personalization operates across the many devices and information stores that
constitute the user's personal digital ecosystem. This enables personalization,
and the user models driving it, to play an increasing role in people's everyday
lives. This makes it critical to establish ways to address key problems of
personalization related to privacy, invisibility of personalization, errors in
user models, wasted user models, and the broad issue of enabling people to
control their user models and associated personalization. We offer scrutable
user models as a foundation for tackling these problems.
This article argues the importance of scrutable user modeling and
personalization, illustrating key elements in case studies from our work. We
then identify the broad roles for scrutable user models. The article describes
how to tackle the technical and interface challenges of designing and building
scrutable user modeling systems, presenting design principles and showing how
they were established over our twenty years of work on the Personis software
framework. Our contributions are the set of principles for scrutable
personalization linked to our experience from creating and evaluating
frameworks and associated applications built upon them. These constitute a
general approach to tackling problems of personalization by enabling users to
scrutinize their user models as a basis for understanding and controlling
personalization.
[22]
Orchestrating a multi-tabletop classroom: from activity design to enactment
and reflection
Surfaces in education
/
Maldonado, Roberto Martinez
/
Dimitriadis, Yannis
/
Kay, Judy
/
Yacef, Kalina
/
Edbauer, Marie-Theresa
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.119-128
© Copyright 2012 ACM
Summary: If multi-tabletop classrooms were available in each school, how would
teachers plan and enact their activities to enhance learning and collaboration?
How can they evaluate how the activities actually went compared with the plan?
Teachers' effectiveness in orchestrating the classroom has a direct impact on
students learning. Interactive tabletops offer the potential to support
teachers by enhancing their awareness and classroom control. This paper
describes our mechanisms to help a teacher orchestrate a classroom activity
using multiple interactive tabletops. We analyse automatically captured
interaction data to assess whether the activity design, as intended by the
teacher, was actually followed during its enactment. We report on an authentic
classroom study embedded in the curricula of an undergraduate Management unit.
This involved 236 students across 14 sessions. The main contribution of the
paper is an approach for designing a multi-tabletop classroom that can help
teachers plan their learning activities; and provide data for assessment and
reflection on the enactment of a series of classroom sessions.
[23]
User Modelling Ecosystems: A User-Centred Approach
Short Papers
/
Wasinger, Rainer
/
Fry, Michael
/
Kay, Judy
/
Kummerfeld, Bob
Proceedings of the 2012 Conference on User Modeling, Adaptation and
Personalization
2012-07-16
p.334-339
Keywords: User modelling ecosystems; client-side and cloud-based user models;
personalisation; framework requirements; user-centred design
© Copyright 2012 Springer-Verlag
Summary: The recent exponential growth in mobile applications and the growing
reliance on and awareness of 'user models' by end-users have led to the need to
rethink the functional and end-user requirements of existing user modelling
systems. This paper has two goals. Firstly, leveraging a functioning user
modelling ecosystem that provides anywhere and anytime access to desktop-,
web-, and mobile- applications, this paper identifies a current opportunity
(and need) to enhance user interaction with existing user modelling frameworks,
by extending beyond the stereotypical cloud-based user modelling approach to
encompass also a client-based service and an accompanying synchronisation
module. Secondly, we draw on an analysis of previous work and a small user
study, to establish the need for a user-centred design focus for user modelling
frameworks. We also identify functionality that end-users (rather than
developers) need and want from a user modelling ecosystem.
[24]
Investigating intuitiveness and effectiveness of gestures for free spatial
interaction with large displays
Interaction Techniques
/
Hespanhol, Luke
/
Tomitsch, Martin
/
Grace, Kazjon
/
Collins, Anthony
/
Kay, Judy
Proceedings of the 2012 ACM International Symposium on Pervasive Displays
2012-06-04
p.6
© Copyright 2012 ACM
Summary: A key challenge for creating large interactive displays in public spaces is
in the definition of ways for the user to interact that are effective and easy
to learn. This paper presents the outcomes of user evaluation sessions designed
to test a series of different gestures for people interacting with large
displays in the public space. It is an initial step towards the broader goal of
establishing a natural means for immersive interactions. The paper proposes a
set of simple gestures for the execution of the basic actions of selecting and
rearranging items in a large-scale dashboard. We performed a comparative
analysis of the gestures, leading to a more in-depth understanding of the
nature of spatial interaction between people and large public displays. More
specifically, the analysis focuses on the scenarios when the interaction is
restricted to an individual's own body, without any further assistance from
associated devices. The findings converge into the elaboration of a model for
assisting with the applicability of spatial gestures in response to both the
context and the content they are applied to.
[25]
Seamless and continuous user identification for interactive tabletops using
personal device handshaking and body tracking
Work-in-progress
/
Ackad, Christopher
/
Clayphan, Andrew
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Maldonado, Roberto Martinez
/
Kay, Judy
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1775-1780
© Copyright 2012 ACM
Summary: Touch-based tabletops are a form of embedded device for group collaboration.
This work tackles two key problems for effective use of such tabletops: there
is currently no easy way for people to identify themselves to the table; and
most current hardware does not link a person's touches to their identity. This
paper presents a system which tackles these problems as it can identify users
and keeps track of their actions around interactive tabletops. To start the
user identification, a user puts their personal device onto the interactive
surface. Once this is paired with the tabletop, linking the device owner's
identity to the table, the system continuously tracks any touch by that user.
The system seamlessly and continuously associates each user touch with an
identity.