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INT Tables of Contents: 11-211-311-413-113-213-313-415-115-215-315-4

Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14

Fullname:INTERACT 2015: 15th IFIP TC 13 International Conference on Human-Computer Interaction, Part IV
Editors:Julio Abascal; Simone Barbosa; Mirko Fetter; Tom Gross; Philippe Palanque; Marco Winckler
Location:Bamberg, Germany
Dates:2015-Sep-14 to 2015-Sep-18
Volume:4
Publisher:Springer International Publishing
Series:Lecture Notes in Computer Science 9299
Standard No:DOI: 10.1007/978-3-319-22723-8 hcibib: INT15-4; ISBN: 978-3-319-22722-1 (print), 978-3-319-22723-8 (online)
Papers:98
Pages:686
Links:Online Proceedings | Conference Website
  1. INT 2015-09-14 Volume 4
    1. Tangible and Tactile Interaction
    2. Tools for Design
    3. Touch and Haptic
    4. User and Task Modelling
    5. Visualization
    6. Visualization 3D
    7. Visualization in Virtual Spaces
    8. Wearable Computing
    9. Demonstrations
    10. Interactive Posters
    11. Organizational Overview
    12. Panels
    13. Tutorials
    14. Workshops

INT 2015-09-14 Volume 4

Tangible and Tactile Interaction

Child or Adult? Inferring Smartphone Users' Age Group from Touch Measurements Alone BIBAKFull-Text 1-9
  Radu-Daniel Vatavu; Lisa Anthony; Quincy Brown
We present a technique that classifies users' age group, i.e., child or adult, from touch coordinates captured on touch-screen devices. Our technique delivered 86.5% accuracy (user-independent) on a dataset of 119 participants (89 children ages 3 to 6) when classifying each touch event one at a time and up to 99% accuracy when using a window of 7+ consecutive touches. Our results establish that it is possible to reliably classify a smartphone user on the fly as a child or an adult with high accuracy using only basic data about their touches, and will inform new, automatically adaptive interfaces for touch-screen devices.
Keywords: Touch input; Children; Adults; Age group; Tap time; Offset distance; Touch accuracy; Classifier; Bayes' rule; Touch-screen; Smartphone; Experiment
Designing of 2D Illusory Tactile Feedback for Hand-Held Tablets BIBAKFull-Text 10-17
  Youngsun Kim; Jaedong Lee; Gerard J. Kim
In this paper, we investigate whether the "out of body" tactile illusion can be extended or applied to a relatively large hand-held device such as a tablet for which the hands/fingers would not be in direct contact with the vibration motors. We derived guidelines for applying tactile illusion techniques in 2D space with regards to operational conditions such as the size of the device, holding position, minimally required vibration amplitudes, and the effects of matching visual feedback. For this purpose, a series of exploratory pilot experiments were first conducted in 1D space. Based on the results, a 2D illusory tactile rendering method was devised and tested for its effectiveness. We have found that for a tablet sized device (e.g. iPad mini and iPad), the illusory perception was possible with a rectilinear grid resolution of 5 × 7 (with a grid size of 2.5 cm) with matching visual feedback.
Keywords: Funneling; Illusory feedback; Vibro-tactile feedback; User experience; Mobile/Hand-held interaction
Need for Touch in Human Space Exploration: Towards the Design of a Morphing Haptic Glove -- ExoSkin BIBAKFull-Text 18-36
  Sue Ann Seah; Marianna Obrist; Anne Roudaut; Sriram Subramanian
The spacesuit, particularly the spacesuit glove, creates a barrier between astronauts and their environment. Motivated by the vision of facilitating full-body immersion for effortless space exploration, it is necessary to understand the sensory needs of astronauts during extra-vehicular activities (EVAs). In this paper, we present the outcomes from a two-week field study performed at the Mars Desert Research Station, a facility where crews carry out Mars-simulated missions. We used a combination of methods (a haptic logbook, technology probes, and interviews) to investigate user needs for haptic feedback in EVAs in order to inform the design of a haptic glove. Our results contradict the common belief that a haptic technology should always convey as much information as possible, but should rather offer a controllable transfer. Based on these findings, we identified two main design requirements to enhance haptic feedback through the glove: (i) transfer of the shape and pressure features of haptic information and (ii) control of the amount of haptic information. We present the implementation of these design requirements in the form of the concept and first prototype of ExoSkin. ExoSkin is a morphing haptic feedback layer that augments spacesuit gloves by controlling the transfer of haptic information from the outside world onto the astronauts' skin.
Keywords: Space; Touch; Haptic feedback; Haptic glove; User experience; Extra-vehicular activities; Haptic jamming; Field study; Technology probes
Tactile Communication in Extreme Contexts: Exploring the Design Space Through Kiteboarding BIBAKFull-Text 37-54
  André Schmidt; Mads Kleemann; Timothy Merritt; Ted Selker
This paper uses kiteboarding as an experimental platform to find ways in which technologies could support communication needs in mentally and physically demanding contexts. A kite control bar with embedded sensors and actuators communicates instructions through voice or tactile cues to explore facilitating communication for control guidance. Tactile cues were shown to be productive in changing behavior. Voice, however, communicated planning models and directional guidance better than tactile cues. Still, voice may negatively impact experience. The experiments highlight the need for better ways for communication tools to support mental models.
Keywords: Tactile communication; Research through design; Extreme sports; Kiteboarding
Glass+Skin: An Empirical Evaluation of the Added Value of Finger Identification to Basic Single-Touch Interaction on Touch Screens BIBAKFull-Text 55-71
  Quentin Roy; Yves Guiard; Gilles Bailly; Éric Lecolinet; Olivier Rioul
The usability of small devices such as smartphones or interactive watches is often hampered by the limited size of command vocabularies. This paper is an attempt at better understanding how finger identification may help users invoke commands on touch screens, even without recourse to multi-touch input. We describe how finger identification can increase the size of input vocabularies under the constraint of limited real estate, and we discuss some visual cues to communicate this novel modality to novice users. We report a controlled experiment that evaluated, over a large range of input-vocabulary sizes, the efficiency of single-touch command selections with vs. without finger identification. We analyzed the data not only in terms of traditional time and error metrics, but also in terms of a throughput measure based on Shannon's theory, which we show offers a synthetic and parsimonious account of users' performance. The results show that the larger the input vocabulary needed by the designer, the more promising the identification of individual fingers.
Keywords: Input modality; Multitouch; Finger identification; Evaluation methodology; Throughput; Information theory
Physical Playlist: Bringing Back the Mix-Tape BIBAKFull-Text 72-78
  Daniel Burnett; Adrian Gradinar; Joel Porter; Mike Stead; Paul Coulton; Ian Forrester
To those of a certain age the concept of the mix-tape holds fond memories, and generally not of the musical content they contained, but rather the emotional and physical connection they represented with either its creator or recipient. They provided an embodiment of the time and effort it its creation and thus presented the same qualities of other handmade gifts. The advent of digital content, and particularly the mp3, for storage and streaming meant that audio content could be shared more quickly and easily than ever before. However, the creation of a digital playlist does not embody the same qualities present in a mix-tape and thus has not gained the same cultural significance. This research re-imagines the mix-tape for digital content as physical customizable jewellery that can once again embody values not generally attributed to digital content. Through a discussion of the design process and the results of preliminary evaluation, the potential benefits on the user experience of sharing digital content through physical objects have been highlighted.
Keywords: Tangible; Embodied; NFC; Customizable; Jewellery
Tangible Voting: A Technique for Interacting with Group Choices on a Tangible Tabletop BIBAKFull-Text 79-86
  Valérie Maquil; Eric Tobias; Thibaud Latour
The tangible tabletop has been exploited in many different application domains as one of the most popular setups of Tangible User Interfaces. Proposed interaction techniques are based on, for instance, direct manipulation, dual hand input, or physical actuation. This paper reports on the design and implementation of a new interaction technique to support multiple users in their specifying and manipulating individual choices on a tangible tabletop. The proposed tangible widget consists of both a physical enclosing with several separated zones, and a number of tokens that can be distributed in these zones to specify the individual choices of the group. We present the rationale used in design, the technical implementation, and report on the use of the interaction technique during workshops with children.
Keywords: Tangible User Interfaces; Tabletop interaction; Widgets; Interaction technique; Collaboration

Tools for Design

Dico: A Conceptual Model to Support the Design and Evaluation of Advanced Search Features for Exploratory Search BIBAKFull-Text 87-104
  Emanuel Felipe Duarte; Edson, Jr. Oliveira; Filipe Roseiro Côgo; Roberto Pereira
The design of models and tools to support Exploratory Search acquires more importance as the amount of information on the Web grows. The use of advanced search features is a viable approach for query exploration during Exploratory Search. However, the usage of advanced search features remains relatively low since Web search engines became popular, partially because of design decisions that ignore the complex and flexible nature of search activities. In this paper, we introduce Dico: a conceptual model for advanced search features for Exploratory Search, presenting and evaluating a set of guidelines created to support designers and evaluators to design better advanced search features, promoting its usage. Results from an evaluation activity with prospective designers indicated participants were able to make sense of Dico's guidelines, suggesting the guidelines as a promising artifact to support the evaluation of search engines.
Keywords: Design and evaluation guidelines; Information Seeking; Exploratory Search; Advanced search; Search user interfaces
Revealing Differences in Designers' and Users' Perspectives BIBAKFull-Text 105-122
  Sebastian Feuerstack; Bertram Wortelen
Monitoring complex systems includes scanning, aggregating and processing data from various sources. The design of graphical interfaces for monitoring tasks involves a fine-grained exploration of the importance and expected frequency of events that an operator needs to be informed about.
   The Human Efficiency Evaluator is a tool for the prediction of human behavior. We extended it to predict the distribution of operator's attention while monitoring interfaces. The prediction is based on the SEEV model. We show that our tool can be used by experts with different backgrounds to generate predictions following a structured, semi-automated process.
   In a qualitative study with subject matter experts, we analyzed different HMI designs for a navigation task in the maritime domain. We evaluated their modeling time, tested different prediction result visualizations, and investigated in the model differences between the subjects. Different to what we originally expected, the study revealed that the models created by the subjects substantially differ depending on their perspectives. Heat maps visualizing the predicted attention allocation were appreciated by the subjects and enabled them to argue about their perspective.
Keywords: Visual attention; HMI analysis; Monitoring task
Worth-Centered Design in Practice: Lessons from Experience and Research Agenda BIBAFull-Text 123-139
  Fatoumata Camara; Gaëlle Calvary
Worth-Centered Design (WCD) provides designers with six principles, five "D"s, a framework, and a set of tools, techniques, and methods for designing interactive systems that deliver worth. Despite its potential, WCD has not received much attention: the related literature is not intensive and the design methodology has not been investigated in many actual design settings. The community lacks of experience with WCD.
   This paper first compiles the state-of-the-art on WCD and then relates the worth-centered design of Cocoon, a mobile and context-aware application. It presents further insights about the notion of worth and provides the community with nine lessons from experience for informing future worth-centered designs. Worth maps appear as a treasure also for worth assessment over time, giving rise to the ARROW (Appreciations, Requirements and Rationale Of Worth) framework and research perspectives.

Touch and Haptic

Actuated Shear: Enabling Haptic Feedback on Rich Touch Interfaces BIBAKFull-Text 140-147
  Bernhard Maurer; Roland Buchner; Martin Murer; Manfred Tscheligi
We present an approach of a shear force based touch interface that provides a way of actively changing the possible shear-based input (force tangential to a screens surface) by physically locking the corresponding axis of the device. This approach of actuated shear aims at using shear not only as input, but to create a new form of output modality that changes the input affordance of the device itself. It enables a new channel of incorporating physical information and constraints into touch-based interaction (i.e., by changing the input affordance of the device and using shear as a feedback mechanism). With this actuated shear approach, we create a coupling between the digital context created via touch and the actual physical input affordance of the device. Based on the implementation of a prototype, we discuss the design space of actively changing the input affordance of a shear-based touch device, sketch interaction ideas as well as future application scenarios and domains.
Keywords: Rich touch; Shear force; Actuated displays; Haptic feedback
Characterizing the Influence of Motion Parameters on Performance When Acquiring Moving Targets BIBAKFull-Text 148-155
  Alexandre Kouyoumdjian; Nicolas Férey; Patrick Bourdot; Stéphane Huot
Current pointing techniques provide no adequate way to select very small objects whose movements are fast and unpredictable, and theoretical tools -- such as Fitts' law -- do not model unpredictable motion. To inform the design of appropriate selection techniques, we studied how users performed when selecting moving objects in a 2D environment. We propose to characterize selection performance as a function of the predictability of the moving targets, based on three parameters: the speed (S) of the target, the frequency (F) at which the target changes direction, and the amplitude (A) of those direction changes. Our results show that for a given speed, selection is relatively easy when A and F are both low or high, and difficult otherwise.
Keywords: Pointing; Picking; Mobile targets; Selection
Comparing Fatigue When Using Large Horizontal and Vertical Multi-touch Interaction Displays BIBAKFull-Text 156-164
  Shiroq Al-Megren; Ahmed Kharrufa; Jonathan Hook; Amey Holden; Selina Sutton; Patrick Olivier
We report on a user study that compared muscle fatigue experienced when using a large multi-touch display in horizontal and vertical configurations over a one-hour period. Muscle fatigue is recognized as the reduction in a muscle's capacity to generate force or power output and was measured objectively and subjectively before and after a puzzle-solving task. While subjective measures showed a significant level of overall arm muscle fatigue after the task for both configurations, objective measures showed a significant level of muscle fatigue on the middle deltoids and the non-dominant extensor digitorum for the vertical configuration only. We discuss the design implications of these findings and suggest relevant future areas of investigation.
Keywords: Large displays; Interaction; Tabletops; Fatigue; Ergonomics
Touch, Movement and Vibration: User Perception of Vibrotactile Feedback for Touch and Mid-Air Gestures BIBAKFull-Text 165-172
  Christian Schönauer; Annette Mossel; Ionut-Alexandru Zaiti; Radu-Daniel Vatavu
Designing appropriate feedback for gesture interfaces is an important aspect of user experience and performance. We conduct the first investigation of users' perceptions of vibrotactile stimuli during touch and mid-air gesture input for smart devices. Furthermore, we explore perception of feedback that is decoupled from the smart device and delivered outside its operating range by an accessory wearable, i.e., feedback delivered at arm-level. Results show user perception of vibrotactile stimuli up to 80% accurate, which we use to recommend guidelines for practitioners to design new vibrotactile feedback techniques for smart devices.
Keywords: Gestures; Vibrotactile feedback; User perception; Mid-air gestures; Touch; Wearable; Design guidelines; Smartphone; Actuators; Interface design
Where to Start? Exploring the Efficiency of Translation Movements on Multitouch Devices BIBAKFull-Text 173-191
  Quan Nguyen; Michael Kipp
Predicting the efficiency of interaction techniques can be crucial for designing user interfaces. While models like Fitts' law make general predictions, there is little research on how efficiency varies under different conditions like in which screen region a movement starts and in which direction it is going, and whether the surface is horizontal or vertical. This study investigates these aspects with regard to translation movements on a touch screen, using an extended Fitts' law setup and considering arm kinematics. The results show that on horizontal displays translation is faster and causes less arm fatigue than on vertical ones. Also, on horizontal displays, we identified screen regions and movement directions that allow significantly faster movement compared to others. Finally, movements that employ shorter kinematic chains (e.g. just the wrist) are significantly faster than those that use longer ones (e.g. wrist, elbow, shoulder). We suggest adjustments to Fitts' original formulation. In the future, our findings can inform or partially automate positioning decisions in interaction design.
Keywords: Multitouch interaction techniques; Fitts' law; 2D translation

User and Task Modelling

Enhanced Task Modelling for Systematic Identification and Explicit Representation of Human Errors BIBAFull-Text 192-212
  Racim Fahssi; Célia Martinie; Philippe Palanque
Task models produced from task analysis, are a very important element of UCD approaches as they provide support for describing users goals and users activities, allowing human factors specialists to ensure and assess the effectiveness of interactive applications. As user errors are not part of a user goal they are usually omitted from tasks descriptions. However, in the field of Human Reliability Assessment, task descriptions (including task models) are central artefacts for the analysis of human errors. Several methods (such as HET, CREAM and HERT) require task models in order to systematically analyze all the potential errors and deviations that may occur. However, during this systematic analysis, potential human errors are gathered and recorded separately and not connected to the task models. Such non integration brings issues such as completeness (i.e. ensuring that all the potential human errors have been identified) or combined errors identification (i.e. identifying deviations resulting from a combination of errors). We argue that representing human errors explicitly and systematically within task models contributes to the design and evaluation of error-tolerant interactive system. However, as demonstrated in the paper, existing task modeling notations, even those used in the methods mentioned above, do not have a sufficient expressive power to allow systematic and precise description of potential human errors. Based on the analysis of existing human error classifications, we propose several extensions to existing task modelling techniques to represent explicitly all the types of human error and to support their systematic task-based identification. These extensions are integrated within the tool-supported notation called HAMSTERS and are illustrated on a case study from the avionics domain.
EvolutionWorks BIBAKFull-Text 213-230
  Jason Wilkins; Jaakko Järvi; Ajit Jain; Gaurav Kejriwal; Andruid Kerne; Vijay Gumudavelly
EvolutionWorks supports exploratory browsing of the academic paper citation network with an animated and zoom-able visualization that helps researchers explore the conceptual space that emerges from the relationships between academic papers. Metaphorically speaking, a researcher starts out with the seed of an idea that will grow into an unwieldy set of potentially useful papers that the researcher must prune into a final reading list. Accordingly, EvolutionWorks provides novel affordances to explore the citation network based on this seed-grow-prune model. First, kinetic layering represents abstract document properties as physical properties in a force-directed layout. Second, a unified layout shows the network graph and documents in a single view. Third, the focus-context-focus hop is a way to change focus from paper to paper that keeps researchers aware of the immediate context. Finally, if there is a tight cluster of papers, the system automatically creates cluster summary titles that are easier to read.
Keywords: Citation networks; Graph visualization; Information retrieval
Quantifying Object- and Command-Oriented Interaction BIBAKFull-Text 231-239
  Alix Goguey; Julie Wagner; Géry Casiez
In spite of previous work showing the importance of understanding users' strategies when performing tasks, i.e. the order in which users perform actions on objects using commands, HCI researchers evaluating and comparing interaction techniques remain mainly focused on performance (e.g. time, error rate). This can be explained to some extent by the difficulty to characterize such strategies. We propose metrics to quantify if an interaction technique introduces a rather object- or command-oriented task strategy, depending if users favor completing the actions on an object before moving to the next one or in contrast if they are reluctant to switch between commands. On an interactive surface, we compared Fixed Palette and Toolglass with two novel techniques that take advantage of finger identification technology, Fixed Palette using Finger Identification and Finger Palette. We evaluated our metrics with previous results on both existing techniques. With the novel techniques we found that (1) minimizing the required physical movement to switch tools does not necessarily lead to more object-oriented strategies and (2) increased cognitive load to access commands can lead to command-oriented strategies.
Keywords: Interaction sequence; Task strategy; Metric; Theory; Finger identification; Finger specific
Users, Bystanders and Agents: Participation Roles in Human-Agent Interaction BIBAKFull-Text 240-247
  Antonia L. Krummheuer
Human-agent interaction (HAI), especially in the field of embodied conversational agents (ECA), is mainly construed as dyadic communication between a human user and a virtual agent. This is despite the fact that many application scenarios for future ECAs involve the presence of others. This paper critiques the view of an 'isolated user' and proposes a micro-sociological perspective on the participation roles in HAI. Two examples of an HAI in a public setting point out (1) the ways a variety of participants take part in the interaction, (2) how the construction of the participation roles influences the construction of the agent's identity, and (3) how HAI, as a mediated interaction, is framed by an asymmetric participation framework. The paper concludes by suggesting various participation roles, which may inform development of ECAs.
Keywords: Embodied conversational agent; Human-agent interaction; Participation role

Visualization

Augmented Happiness: Simple Color Changes Influence Users' Conceptual Choices BIBAKFull-Text 248-255
  Diana Löffler; Wolfgang Paier; Takashi Toriizuka; Mio Ikeda; Jörn Hurtienne
Color is a powerful visual property and is used to make interferences about the world. However, no theoretical framework is available that explains precisely where color associations come from and how they affect psychological functioning, making it difficult to predict how color affects human-computer interaction. This paper aims at closing this gap by suggesting an Embodied Cognition view on color, which assumes that the aggregate of our perceptual color experiences is part of the mental representation of tactile object attributes and thus systematically influences our abstract thinking via the process of metaphorical mapping. An empirical study is presented in which hues and saturation of objects were manipulated via Augmented Reality. Participants matched objects to abstract concepts, e.g., happiness. 83% of the participants' choices were correctly predicted, suggesting that color information is considered during the processing of abstract information. Eight color-to-abstract-concept mappings are recommended and possible areas of application are discussed.
Keywords: Augmented reality; Color; Embodied cognition; Conceptual metaphor
Investigating Representation Alternatives for Communicating Uncertainty to Non-experts BIBAKFull-Text 256-263
  Miriam Greis; Thorsten Ohler; Niels Henze; Albrecht Schmidt
Non-experts are confronted with uncertainty of predictions everyday when, e.g., using a navigation device or looking at the weather forecast. However, there are no standards for representing uncertain information and representations could be easily misleading. Thus, we selected twelve representations that provide different levels of uncertainty information. We compared the representations in an online survey with 90 participants where we asked participants to judge their support in decision-making, familiarity, easiness to understand, and visual appeal. We further evaluated the four most promising representations in a turn-based online game. Players had to make decisions in a farming scenario based on a displayed weather forecast. The results of the survey and the game indicate that a function graph of a probability distribution function is the best way to communicate uncertain information. Nevertheless, our results also show that presenting more uncertainty information does not necessarily lead to better decisions.
Keywords: Uncertainty; Representations; Visualizations; Non-experts
Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and Mediating Large Surface Interactions BIBAKFull-Text 264-281
  Jo Vermeulen; Kris Luyten; Karin Coninx; Nicolai Marquardt; Jon Bird
Interactive large surfaces have recently become commonplace for interactions in public settings. The fact that people can engage with them and the spectrum of possible interactions, however, often remain invisible and can be confusing or ambiguous to passersby. In this paper, we explore the design of dynamic peripheral floor visualizations for revealing and mediating large surface interactions. Extending earlier work on interactive illuminated floors, we introduce a novel approach for leveraging floor displays in a secondary, assisting role to aid users in interacting with the primary display. We illustrate a series of visualizations with the illuminated floor of the Proxemic Flow system. In particular, we contribute a design space for peripheral floor visualizations that (a) provides peripheral information about tracking fidelity with personal halos, (b) makes interaction zones and borders explicit for easy opt-in and opt-out, and (c) gives cues inviting for spatial movement or possible next interaction steps through wave, trail, and footstep animations. We demonstrate our proposed techniques in the context of a large surface application and discuss important design considerations for assistive floor visualizations.
Keywords: Feedback; Proxemic interactions; Implicit interaction; Discoverability; Intelligibility; Spatial feedback
Self-Actuated Displays for Vertical Surfaces BIBAKFull-Text 282-299
  Patrick Bader; Valentin Schwind; Norman Pohl; Niels Henze; Katrin Wolf; Stefan Schneegass; Albrecht Schmidt
Most current devices are passive regarding their locations by being integrated in the environment or require to be carried when used in mobile scenarios. In this paper we present a novel type of self-actuated devices, which can be placed on vertical surfaces like whiteboards or walls. This enables vertical tangible interaction as well as the device interacting with the user through self-actuated movements. In this paper, we explore the application space for such devices by aggregating user-defined application ideas gathered in focus groups. Moreover, we implement and evaluate four interaction scenarios, discuss their usability and identify promising future use cases and improvements.
Keywords: Self-actuated; Display; Vertical surface; Mobile

Visualization 3D

3D-HUDD -- Developing a Prototyping Tool for 3D Head-Up Displays BIBAFull-Text 300-318
  Nora Broy; Matthias Nefzger; Florian Alt; Mariam Hassib; Albrecht Schmidt
The ability of head-up displays (HUDs) to present information within the usual viewpoint of the user has led to a quick adoption in domains where attention is crucial, such as in the car. As HUDs employ 3D technology, further opportunities emerge: information can be structured and positioned in 3D space thus allowing important information to be perceived more easily and information can be registered with objects in the visual scene to communicate a relationship. This allows novel user interfaces to be built. As of today, however, no prototyping tools exist, that allow 3D UIs for HUDs to be sketched and tested prior to development. To close this gap, we report on the design and development of the 3D Head-Up Display Designer (3D-HUDD). In addition, we present an evaluation of the tool with 24 participants, comparing different input modalities and depth management modes.
Design and Evaluation of Mirror Interface MIOSS to Overlay Remote 3D Spaces BIBAKFull-Text 319-326
  Ryo Ishii; Shiro Ozawa; Akira Kojima; Kazuhiro Otsuka; Yuki Hayashi; Yukiko I. Nakano
The MIOSS mirror interface can overlay two remote spaces, enabling users to feel as if they are in the same room and thereby to share 3D objects in the spaces. MIOSS imparts motion parallax through a mirror that adjusts to the viewpoint of the user, in addition to providing geometrical consistency in the occlusion, size, and positional relationships in the two remote spaces. Experimental evaluations of an implemented MIOSS system show that users can recognize the exact positions of shared objects in the partner's space via the mirror video.
Keywords: Mirror interface; Motion parallax; 3D modeling; Overlaid space
Improving Spatial Awareness for Human Trajectory Visualization in Space-Time Cubes BIBAKFull-Text 327-334
  Tiago Gonçalves; Ana Paula Afonso; Bruno Martins
With the increasing evolution of computer graphics, 3D visualizations have become more common and are nowadays seen as a promising way to represent complex types of information. In particular, space-time cubes (STC) have been proposed as an alternative to 2D maps for the visualization of spatio-temporal data, and they have become increasingly used to explore the dynamics and patterns of human movement. However, previous research has pointed out perceptual limitations that can condition the use of 3D views for decoding locations and spatial properties. We aim to address those issues by presenting a comparative study between three variants of the STC technique, with different methods to improve spatial awareness. Our results support that the use of a movable plane or an additional 2D map view improve users' accuracy when performing common tasks, and are preferred over simpler, yet less cluttered approaches. Additionally, it also supports the possible advantages of combining 2D and 3D views for human trajectory visualization.
Keywords: Spatio-temporal data; Trajectories; Information visualization; Visual analytics; Space-time cube; Usability
MStoryG: Exploring Serendipitous Storytelling Within High Anxiety Public Spaces BIBAKFull-Text 335-353
  Clinton Jorge; Valentina Nisi; Julian Hanna; Nuno Nunes; Miguel Caldeira; Amanda Marinho
The proliferation of interactive displays within public spaces has steered research towards exploring situated engagement, user interaction and user-generated content on public displays. However, user behaviors such as display blindness and display avoidance, social embarrassment and participation inequality are just some of the limiting factors restricting user commitment to interaction and participation. So-called "non-places", which include transportation terminals, are homogenized public spaces that seem to exist outside conventional notions of time and identity. These anonymous, fast-paced, high-anxiety spaces provide a significant challenge for designers hoping to engage the attention of passersby. Our study proposes to go beyond a traditional technology-centered approach and examine the relationship between individual, object, and space. We attempt to engage airport travelers in serendipitous interactive storytelling through reminiscence and nostalgia. We present our "in-the-wild" study at the baggage claim area of an international airport where 26 h of observations and 49 semi-structured interviews were collected.
Keywords: Pervasive display; Interactive storytelling; Airport installations; Public installations; Participation inequality

Visualization in Virtual Spaces

Estimating Visual Comfort in Stereoscopic Displays Using Electroencephalography: A Proof-of-Concept BIBAKFull-Text 354-362
  Jérémy Frey; Aurélien Appriou; Fabien Lotte; Martin Hachet
With stereoscopic displays, a too strong depth sensation could impede visual comfort and result in fatigue or pain. We used Electroencephalography (EEG), which records brain activity, to develop a novel brain-computer interface that monitors users' states in order to reduce visual strain. We present the first proof-of-concept system that discriminates comfortable conditions from uncomfortable ones during stereoscopic vision using EEG. It reacts within 1 s to depth variations, achieving 63% accuracy on average and 74% when 7 consecutive variations are measured. This study could lead to adaptive systems that automatically suit stereoscopic displays to users and viewing conditions.
Keywords: Stereoscopy; Comfort; EEG; Adaptive system; Evaluation
Exploring the Use of Virtual Environments in an Industrial Site Design Process BIBAKFull-Text 363-380
  Ashley Colley; Jani Väyrynen; Jonna Häkkilä
Virtual environments are becoming more commonly used in urban planning and the construction industry. In this paper, we investigate whether exploring a 3D model of a factory site can identify design problems related to human perception, such as exposing users to heights without sufficient protection. Problems of height and space are not easily identified during the normal design process, and are costly to correct. We present a user study (n=30) in which three different presentation formats, (1) CAVE, (2) Head Mounted Display (HMD), and (3) monitor display, are compared as methods to explore a virtual factory site. Our results indicate that HMD provides the most immersive experience and e.g. that the CAVE approach is problematic in cases where detailed navigation is required. We also identify that the use of heart rate monitoring when exploring the virtual environment can provide a useful indication of possible issues related to perceptions of the design.
Keywords: User studies; Virtual words; Head mounted displays; Immersion
Pointing in Spatial Augmented Reality from 2D Pointing Devices BIBAKFull-Text 381-389
  Renaud Gervais; Jérémy Frey; Martin Hachet
Spatial Augmented Reality (SAR) opens interesting perspectives for new generations of mixed reality applications. Compared to traditional human-computer interaction contexts, there is little work that studies user performance in SAR. In this paper, we present an experiment that compares pointing in SAR versus pointing in front of a screen, from standard pointing devices (mouse and graphics tablet). The results showed that the participants tend to interact in SAR in a way that is similar to the screen condition, without a big loss of performance.
Keywords: Spatial augmented reality; Pointing devices
The Comparison of Performance, Efficiency, and Task Solution Strategies in Real, Virtual and Dual Reality Environments BIBAKFull-Text 390-408
  Frederic Raber; Antonio Krüger; Gerrit Kahl
Using virtual models of a real environment to improve performance and design effective and efficient user interfaces has always been a matter of choice to provide control of complex environments. The concept of Dual Reality has gone one step further in synchronizing a real environment with its virtualization. So far, little is known about the design of effective Dual Reality interfaces. With this paper we want to shed light on this topic by comparing the strategies, performance and efficiency in a real, virtualized and a DR setting given a complex task. We propose a cost and efficiency measure for complex tasks, and have conducted an experiment based on a complex shelf planning task. Our results show that for certain tasks interacting with the virtual world yields better results, whereas the best effectivity can be observed in a Dual Reality setup. We discuss these results and present design guidelines for future Dual Reality interfaces.
Keywords: Immersion; Dual reality; Efficiency; Performance differences in real and virtual environments

Wearable Computing

Hard-to-Get-at Data from Difficult-to-Access Users BIBAKFull-Text 409-416
  Bob Fields; Andy Bardill; Lisa Marzano; Kate Herd
This paper reports on the development of a suite of tools to collect, analyze and visualize a diverse range of data from sufferers of mental ill health. The aim is to allow researchers and ultimately sufferers and clinicians to better understand 'individual signatures' of factors that indicate or identify episodes of ill health. The tools have been applied in a study working with clients of a mental health service that demonstrates their applicability and acceptability in developing a better understanding of the factors surrounding self-harm behavior.
Keywords: Apps; Wearable technology; Mental health; Visualization
Oh, What a Night! Effortless Sleep Monitoring at Home BIBAKFull-Text 417-424
  Bert Vandenberghe; David Geerts
As sleep is considered an important aspect of our health, a range of products that would benefit our sleep is brought to market. Like many of these products, smart wristbands or fitness trackers make promises to improve the user's quality of life by improving sleep quality. We performed a sensitizing diary study followed by a user experience evaluation comparing sleep-tracking features of the Fitbit Flex, Jawbone Up, Misfit Shine, and Polar Loop products with six users. We summarize their findings in three recommendations for sleep-tracking functionalities: find the right balance between automation and control, make data intelligible for users, and acknowledge the role of emotions. These design recommendations should make sleep trackers more transparent, and thus more usable and useful to the users in their endeavor to sleep well.
Keywords: Activity trackers; Sleep monitoring; User experience; Wearables
SkInteract: An On-body Interaction System Based on Skin-Texture Recognition BIBAKFull-Text 425-432
  Manuel Prätorius; Aaron Scherzinger; Klaus Hinrichs
In this paper we propose SkInteract, a system for on-body interaction utilizing the diverse texture of the human skin. We use an area fingerprint sensor to capture images and locate the corresponding area within a previously created map of the skin surface. In addition to the location of the sensor it is possible to calculate its orientation with respect to the reference map. This allows to assign arbitrary semantics to areas of the user's skin and to use the rotation as an additional input modality. In order to evaluate the feasibility of SkInteract a user study with a preliminary prototype was conducted. We propose two different interaction concepts which are based on either attaching a fixed sensor to a wearable device or using a moveable sensor, for instance attached to a pen, to perform on-body input.
Keywords: Mobile; Input; Sensors; Fingerprint; Skin; On-body; Smartring; Smartwatch; Biometrics
Towards a Model of Virtual Proxemics for Wearables BIBAKFull-Text 433-447
  Junia Anacleto; Sidney Fels
We present a Virtual Proxemics Model inspired by Hall's Proxemics Theory targeting wearable technology design and use. In Virtual Proxemics the degree of data control defines different levels of data spaces personal closeness including: Intimate, Personal, Social and Public in the same way Hall's proxemics defines these for physical distance from a person. This model is important for wearable technology design due to the design characteristics of wearables such as: attention-free, invisibility, closeness to the body, sensory linked, controllability and always-on that may compromise a wearer's ability to adequately control data either coming to them or being sent. We describe an experience with a wearable system, called 'The Cat in the Map.' In this system, when strangers accessed the wearer's Intimate data space, she became uncomfortable, consistent with the model. Likewise, when her intimate relations accessed the same data space, she enjoyed the experience. Thus, we see that Virtual Proxemics Model aligns with wearer's experience of data control that may be suitable for the design of automated data access control mechanisms.
Keywords: Wearables; Proxemics; Virtual proxemics; Control-based spaces
ZENse -- Supporting Everyday Emotional Reflection BIBAKFull-Text 448-455
  Christian Löw; Chalid Gad-El-Hak; Roman Ganhör; Hilda Tellioglu
Healthcare benefited greatly from the trend of self-quantification. However, emotional states and psychological health are more elusive and defy description by simple sensor data. In this paper we show how a user oriented design process resulted in ZENse, a wearable prototype for digitally supporting ideas of Positive Psychology, a psychological approach to help patients with mental disorders. A conducted user study shows promising results on the idea and the design. Despite it being only a small explorative study with healthy participants, we found that the prototype triggers situations and interactions that are known to have a beneficial effect on mental well-being.
Keywords: Quantified-self; Wearable; Emotion; Tracking; Self-reflection

Demonstrations

BlurtLine: A Design Exploration to Support Children with ADHD in Classrooms BIBAKFull-Text 456-460
  Dorothé Smit; Saskia Bakker
This paper presents BlurtLine, an interactive belt designed to support children with ADHD in regaining control over their impulsive speaking in class. Two exploratory evaluations of BlurtLine indicate that the design can indeed identify indicators of blurting and was experienced positively by a boy with ADHD and his mother and teachers.
Keywords: Research-through-design; ADHD; Blurting; Classroom; Interaction
Cooperation in Real-Time Using a Virtual Environment BIBAKFull-Text 461-464
  Máté Köles; Károly Hercegfi; Balázs Péter Hámornik; Emma Lógó; Bálint Szabó; Anita Komlódi
Effective team interaction over great distances are already supported by many digital tools. However, cooperative manipulation of common objects is limited and most non-verbal information (gaze direction, facial expressions) can be transmitted only partially or are missing completely. The inclusion of these additional information sources can enrich cooperative problems solving situations. In our demonstration we highlight the capabilities of the Virtual Collaboration Arena to support such interactions. With the help of a volunteer from the audience in Bamberg we will present parts of an information management task solved cooperatively with another user seated in Budapest.
Keywords: Virtual reality; Cooperation; Problem solving
Diving into the Data Ocean BIBAKFull-Text 465-468
  Dieter Meiller
In this paper we present the concept for a novel user interface that simplifies the management of data and the search of information strongly: Instead of a reactive system, a proactive system is suggested. As a substitute of the desktop metaphor we propose to model data as active creatures that move inside the ecosystem computer: a Data Ocean. The concept can be used for different applications to manage objects with varying properties.
Keywords: Graphical user interface; Information visualization; Information retrieval; Internet of things
ETA Wizard App: Make Design and Evaluation of Accessible Electronic Travel Aids Easy BIBAKFull-Text 469-472
  Limin Zeng; Gerhard Weber; Alexander Fickel
To support designers and researchers a touch-screen based Wizard-of-Oz application is demonstrated. It can be used to develop electronic travel aids for blind and visually impaired people and allows evaluating audio and haptic user interfaces in an early development stage. A scenario for presentation of obstacles combines sonification and feedback from vibration of a tactile belt.
Keywords: Electronic travel aids; User-centered design; Auditory and haptic user interface; Wizard of Oz
Generating Narratives from Personal Digital Data: Using Sentiment, Themes, and Named Entities to Construct Stories BIBAKFull-Text 473-477
  Elaine Farrow; Thomas Dickinson; Matthew P. Aylett
As the quantity and variety of personal digital data shared on social media continues to grow, how can users make sense of it? There is growing interest among HCI researchers in using narrative techniques to support interpretation and understanding. This work describes our prototype application, ReelOut, which uses narrative techniques to allow users to understand their data as more than just a database. The online service extracts data from multiple social media sources and augments it with semantic information such as sentiment, themes, and named entities. The interactive editor automatically constructs a story by using unit selection to fit data units to a simple narrative structure. It allows the user to change the story interactively by rejecting certain units or selecting a new narrative target. Finally, images from the story can be exported as a video clip or a collage.
Keywords: Social media; Narrative; Triptych; Multi-media
Interactive Light Feedback: Illuminating Above-Device Gesture Interfaces BIBAKFull-Text 478-481
  Euan Freeman; Stephen Brewster; Vuokko Lantz
In-air hand gestures allow users to interact with mobile phones without reaching out and touching them. Users need helpful and meaningful feedback while they gesture, although mobile phones have limited feedback capabilities because of their small screen sizes. Interactive light feedback illuminates the surface surrounding a mobile phone, giving users visual feedback over a larger area and without affecting on-screen content. We explore the design space for interactive light and our demonstration shows how we can use this output modality for gesture feedback.
Keywords: Above-device interaction; Gesture feedback; Gesture interaction; Interactive light feedback; Mobile devices
StoreAnt: A System to Support Finding Collaborative Systems Evaluation Methods BIBAKFull-Text 482-485
  Marcella Leandro Costa de Souza; Lidia Silva Ferreira; Raquel Oiliveira Prates; Marília Lyra Bergamo
This paper presents StoreAnt, a virtual repository tool containing information about collaborative systems evaluation methods. It supports researchers and practitioners in finding and comparing information about methods, and identifying methods that comply to specific criteria (e.g. how the data is collected). The system is functional but has not yet been deployed publicly. Hopefully it will provide the HCI and CSCW communities with a valuable support regarding collaborative systems evaluation methods.
Keywords: Collaborative systems evaluation methods; Repository; Groupware
TUIOFX-Toolkit Support for the Development of JavaFX Applications for Interactive Tabletops BIBAKFull-Text 486-489
  Mirko Fetter; David Bimamisa
TUIOFX is a novel toolkit for developing multi-touch, multi-user applications for interactive tabletops and surfaces. By seamlessly integrating with JavaFX, TUIOFX provides a low entry barrier for developing state-of-the-art applications with multi-user, multi-touch capabilities and allows the cross-platform deployment on various interactive tabletop and surface hardware.
Keywords: Multi-touch; Interactive tabletop; Toolkit; SDK; JavaFX

Interactive Posters

"I Was Here": Enabling Tourists to Leave Digital Graffiti or Marks on Historic Landmarks BIBAKFull-Text 490-494
  Matjaz Kljun; Klen Copic Pucihar
Since ancient times travellers and tourists were carving or writing their names and messages on historic landmarks. This behaviour has prevailed to this day as tourists try to leave their marks at places they visit. Such behaviour, today often seen as vandalism, is particularly problematic since the society tries to preserve historic landmarks while graffiti often leave indelible markings. One solution to this problem is to allow tourists to write digital graffiti projected on historic landmarks and other public surfaces as an additional tourist offer. Projecting digital information on walls does not leave permanent marks while still allows authors to "physically" mark the place they visited. In this paper we frame our vision and highlight the approach we plan to pursue within the context of this topic.
Keywords: Digital graffiti; Tourism; Projections
A Hybrid Approach for Visualizing Spatial and Non-spatial Data Types of Embedded Systems BIBAKFull-Text 495-498
  Ragaad AlTarawneh; Shah Rukh Humayoun; Achim Ebert
Due to the heterogeneity nature of embedded systems, visualizing them from different perspectives requires including different data sets about the underlying system. This opens the doors to think about integrating between the spatial and the non-spatial data sets in this domain. In this work, we present the SceneMan (Scene Manager) platform that integrates between the different data sets using a 2Dplus3D style to reflect the system from different perspectives. In this context, we visualize the non-spatial data using the normal 2D representation, which can be converted to a 3D representation in some cases such that the stereoscopic depth cue is used to encode some aspects about this data set. Additionally, we visualize the spatial data using 3D visualization techniques. This hybrid solution provides the possibility to bridge the gap between the 2D representations and the 3D visualizations.
Keywords: 3D visualization; Graph visualization; Stereoscopic depth; Integrating spatial data; Non-spatial data
A Multi-modal System for Public Speaking BIBAKFull-Text 499-501
  Fiona Dermody; Alistair Sutherland; Margaret Farren
A prototype has been developed for a digital system and multi-modal user interface to analyze social signals displayed during public speaking. User testing on the prototype has commenced to evaluate the most effective way to display real-time feedback to users on their speaking performance.
Keywords: Affective computing; Multi-modal interfaces; Social signal recognition; Human computer interaction
A Study on How to Express Non-manual Markers in the Electronic Dictionary of Japanese Sign Language BIBAKFull-Text 502-505
  Mina Terauchi; Yuji Nagashima
This paper reports on how we would express non-manual markers in NVSG element model. Sign language is a visual language for which there are no general methods of providing descriptions in text. That is why we are proposing a new NVSG element model that focuses on the linguistic structure of sign language. The NVSG element model defines four elements that describe sign language. Manual movements are expressed as N and V elements, and non-manual markers as S and G elements. We have mostly finalized the descriptive parameters for the N and V elements. Up until this point, we have described approximately 1,500 words using the NVSG element model. As a result of this process, we have achieved a greater visual understanding of the hierarchical structures of morphological elements per word. Such descriptions of non-manual markers also enable us to write sentences.
Keywords: Sign language; Morpheme; Non-manual markers; NVSG element model
Applying "Out of Body" Vibrotactile Illusion to Two-Finger Interaction for Perception of Object Dynamics BIBAKFull-Text 506-509
  Jaedong Lee; Youngsun Kim; Gerard J. Kim
Vibrotactile feedback is an effective and economical approach for enriching interactive feedback. However, its effects are mostly limited to providing supplementary alarms or conveying the sense of simple object presence or contact. We propose to apply the "out of body" tactile illusion for selecting and manipulating a virtual moving object while also being able to feel its dynamics using two fingers. We assessed the user experience (focusing on the perception of the dynamics of the selected object) of the proposed method by comparing it to the conventional contact-based method. Our results indicate that users were able to perceive the dynamic feedback, and preferred it over the conventional method.
Keywords: Out-of-body illusion; Illusory tactile sensation; Pinch interaction; Vibrotactile interaction
Designing IDA -- An Intelligent Driver Assistant for Smart City Parking in Singapore BIBAKFull-Text 510-513
  Andreea I. Niculescu; Mei Quin Lim; Seno A. Wibowo; Kheng Hui Yeo; Boon Pang Lim; Michael Popow; Dan Chia; Rafael E. Banchs
A current problem modern cities are facing is the increased traffic flow and heavily congested parking places. To reduce the time and traffic caused by finding available parking we propose IDA, an Intelligent Driver Assistant. The main objective of IDA is to help drivers to find suitable park places, to online monitor car park availability and to redirect drivers when the number of free available spots drops to a critical level. Unlike other parking applications, IDA uses speech to interact with the driver and becomes an active helper during the navigation process by adjusting dynamically the parking decisions based on the traffic situation. The paper presents the current work in progress, interaction design aspects, uses cases, as well as a first user feedback received during a public event where IDA was showcased.
Keywords: Multimodal interaction design; Speech recognition; Smart parking
Development of Usability-Criteria for the Selection Process of Document Management Systems BIBAKFull-Text 514-517
  Antje Heinicke; Christina Bröhl; Ioannis Dokas; Katrin Walbaum; Jennifer Bützler; Christopher Schlick
As the overload of digital information in the SMEs requires an adequate management, document management systems (DMS) increasingly gain significance since they enhance the automation of processes within documents' registration, classification, processing, archiving and forwarding. However, in current selection processes of DMS the usability aspect seems to be unconsidered. For this purpose criteria are developed that measure the usability of existing DMS and allow the selection of a DMS according to usability aspects.
Keywords: Document management; DMS; Usability; Software ergonomics; Selection criteria
Digital Co-design Applied to Healthcare Environments: A Comparative Study BIBAFull-Text 518-522
  Lei Shi; James MacKrill; Elisavet Dimitrokali; Carolyn Dawson; Rebecca Cain
Co-design approaches have been used by different sectors, to understand end-user perspectives. They have been diversified from traditional use in product development to sectors such as healthcare environments. They put emphasis on innovation with end-users where this is seen as a source of competitive advantage, and fits with the logic of end-user-led innovation. It does however ask the question of how to enable such approaches and if digital approaches are more useful than traditional paper-based methods. We propose a digital co-design tool for environment improvement that can potentially promote user involvement. This paper reports on a comparative study on co-designing a healthcare environment using the digital tool versus a traditional paper-based tool. Discussion centers on the benefits and drawbacks of proposed approach.
Dual Camera Magic Lens for Handheld AR Sketching BIBAKFull-Text 523-527
  Klen Copic Pucihar; Jens Grubert; Matjaz Kljun
One challenge of supporting in-situ sketching tasks with Magic Lenses on handheld Augmented Reality systems is to provide accurate and robust pose tracking without disrupting the sketching experience. Typical tracking approaches rely on the back-facing camera both for tracking and providing the view of the physical scene. This typically requires a fiducial to be in the scene which can disrupt the sketching experience on a blank sheet of paper. We address this challenge by proposing a Dual Camera Magic Lens approach. Specifically, we use the front facing camera for tracking while the back camera concurrently provides the view of the scene. Preliminary evaluation on a virtual tracing task with an off-the-shelf handheld device suggests that the Dual Camera Magic Lens approach has the potential to be both faster and lead to a higher perceived satisfaction compared to Magic Lens and Static Peephole interfaces.
Keywords: Magic-lens; Dual-camera; Sketching; Trace-drawing; Virtual-tracing
Enabling Naturalness and Humanness in Mobile Voice Assistants BIBAKFull-Text 528-532
  Sanjay Ghosh; Jatin Pherwani
Voice Assistant applications are preferred to be designed with some form of personalization to enhance user experience. However, the question remains that what is the kind of Voice Assistant that users would prefer. As part of this research we tried formalizing the notion of naturalness and humanlike in the context of voice assistants by defining its optimal personality, creating guidelines for natural dialogues and expressions. We decomposed the design problem into four aspects, communication style, personality, speech or dialogue, and appearance along with non-verbal gestures. To investigate on each of these four aspects, we performed four different user elicitation techniques.
Keywords: Voice interface; Natural language; Voice interactions
Estimation of Radius of Curvature of Lumbar Spine Using Bending Sensor for Low Back Pain Prevention BIBAKFull-Text 533-536
  Takakuni Iituka; Kyoko Shibata; Yoshio Inoue
Estimation of the disk load in order to prevent low back pain is useful. However, the conventional methods of measuring disc load are invasive and their use is limited due to measurement environments. This study proposes a new method of estimating the lumbar disc load to measure curvature of the lumbar portion and to estimate the lumbar disc load safely using a bending sensor. The radius curvature can be measured relatively easily and without damaging the body by using this method. The bending sensors are attached along vertebra end of five vertebras and the curvature of the lumbar portion is estimated by reading the change in output voltage. The lumbar disk load with static posture was estimated by proposed method. The result shows the same tendency as the previous method. The proposed method has a possibility of developing a new system using the biofeedback based on the lumbar disc load.
Keywords: Bending sensor; Herniated disk; Wearable sensing system; Radius of curvature
Evaluation of Dispatcher Requirements on Automated Customer Feedback in Public Transport BIBAKFull-Text 537-541
  Cindy Mayas; Stephan Hörold; Anselmo Stelzer; Frank Englert; Heidi Krömker
This paper presents a study to analyze fundamental requirements for dispatching systems in public transport, integrating the new technical possibilities of automated customer feedback. Dispatchers in German transport companies are surveyed on their acceptance and expectations, regarding the integration of automated customer feedback in their dispatching decisions. The results serve as a basis for the user-oriented development of dispatching and mobile information systems in public transport with bi-directional communication.
Keywords: Dispatching systems; Public transport; User requirements
Experiences of Teaching HCI to a Multidisciplinary Cohort of Computing and Design Students BIBAKFull-Text 542-545
  Omar Mubin; Abdullah Al Mahmud; Suleman Shahid
In this paper we present our initial insights on the redesign of an undergraduate unit on Human Computer Interaction to suit a mixed cohort of Computing and Design students. In order to address the diversity in student background we implemented an open brief project assessment. We summarise changes to the unit and present sample student projects that emerged from the unit as outcomes.
Keywords: HCI education; Design
Experiencing a Home Energy Management System: Finding Opportunities for Design BIBAKFull-Text 546-549
  Bingxin Ni; Abdullah Al Mahmud; David V. Keyson
This paper reports a study, which examines how people experience a Home Energy Management System (HEM). We conducted a probe study with six families in China for two weeks. From our study, we found that people had difficulty in understanding energy data, which were shown as graphs. Families with teenage children showed more interest in using the Home-Energy Management System. Overall, all the participants were fascinated by the remote monitoring and controlling of the appliances offered by the probe. Based on the findings, opportunities for designing HEMs for the target groups are discussed.
Keywords: Smart home control system; Home energy management system; Chinese context; User experience
Eye Strain from Switching Focus in Optical See-Through Displays BIBAKFull-Text 550-554
  Jaeun Yu; Gerard J. Kim
The optical see-through (OST) display is one of the key enabling devices for augmented reality. Despite the latest craze such as with the Google Glass, there are still many ergonomic problems associated with the OST displays. One of the already well known such problem is the "refocusing" problem, in which the user has to switch one's focus between the distant real world and see-through display up front. Such refocusing, for one, is bound to cause significant strain and fatigue to the eyes. However, there are not many studies, nor guidelines devoted to this issue. In this preliminary work, we ran experiments to measure the degree for eye strain and its pattern at different refocusing distances and durations (or number of focused targets). The findings should serve as one guideline in designing OST glass based interaction and applications.
Keywords: Optical see-through displays; Eye strain/fatigue; Usability; Augmented reality; Focus
First Impression Matters: Exploring the Mediating Effect of Previous Experience on the Perception of Beauty and Usability BIBAKFull-Text 555-558
  Suleman Shahid; Omar Mubin
This study investigated how the previous experience of a product possibly mediates the effect of beauty on usability. In an experiment 32 individuals, half with and half without experience, tested two different, but equally usable espresso machines. The results showed that previous experience had a considerable influence on the effect of beauty on usability.
Keywords: Usability; Beauty; Experience
Informing Costumers via Interactive Shelves BIBAKFull-Text 559-562
  Peter Rogelj
Consumers often need additional information to decide which products would best suit their needs. This information is in practice limited due to limited space, limits of human attention, large number of products, etc. On the other hand, any approach to provide any kind of information to the customer is effective only if it does not require excessive user involvement. As a solution to offer only relevant information with minimal customer engagement we propose our vision of interactive shelves. The general idea is to observe the customer interaction with the products in order to recognize and display relevant information. At the moment the observation of interaction is achieved by using passive infrared sensors (PIR) and ultrasound distance measuring sensors (US) to detect user grabbing or pointing to products. We are planning to enhance the current system with camera and gaze detection in the future.
Keywords: Interest recognition; Shopping shelves; Sensor integration
Intelligent Ankle-Foot Orthosis by Energy Regeneration for Controllable Damping During Gait in Real Time BIBAKFull-Text 563-568
  Kyoko Shibata; Yoshio Inoue; Hironobu Satoh
Many hemiplegia patients use the ankle-foot orthosis (AFO) to prevent foot-drop when they walk. However, it is difficult to walk smoothly because conventional AFOs have high rigidity. In order to support natural gait of hemiplegias, in this study, a technique to regenerate energy is applied, and a new self-powered semi-active AFO combining a DC motor and a step-up chopper circuit is developed. In this method, it is possible to drive a long time safely and the damping on an ankle joint can be controlled. From gait experiments, this study show that developed AFO can be rotated the ankle joint smoothly, be charged battery by regenerating energy loss during a gait, and prevent foot-drop. Hence developed AFO can be expected to have high gait improvement effect than the conventional type. Furthermore, developed AFO shows high electricity recovery (86.5%).
Keywords: Medical and welfare assistance; Ankle-foot orthosis; Semi-active damper; Energy regeneration
Interactive Check System for Facilitating Self-awareness of Dorm Students in Upper Secondary Education BIBAKFull-Text 569-572
  Shigenori Akamatsu; Masanobu Yoshida; Hironobu Satoh; Takumi Yamaguchi
We describe a new interactive system using a social learning platform to provide dormitory students with the ability to communicate with teachers/advisors in a timely manner to promote self-active awareness of the dormitory environment. Our system comprises tablet PCs, cloud computing services, and application and server software to enable collaboration over a high-speed wireless local area network that covers the campus, dormitory, and teachers' homes. The purpose of this system is to facilitate the self-recognition of behavioral problems, raise awareness, and encourage student initiative in a natural manner.
Keywords: Mental health; Wellbeing; Upper secondary education
Interactive Toys in the Home: A Parents Perspective BIBAKFull-Text 573-577
  Omar Mubin; Duncan Rutishauser; Mauricio Novoa; Derek Wainohu; Suleman Shahid
In our research we argue for the benefits of Learning through play. In this initial design case, we report on the general requirements of household educative and interactive toys and current usage practices via a focus group with parents. Our results indicate that the parents in our focus group held greatest importance to social and physical play and wished to reduce the dependency on electronic devices.
Keywords: Tangible interfaces; Learning through play
Learning Lessons from Controlled Studies to Investigate Users' Resilience Strategies BIBAKFull-Text 578-581
  Jonathan Day; George Buchanan; Stephann Makri
This work describes the development and implementation of a controlled study into the way users form and utilise resilience strategies to overcome threats to performance. Despite a carefully considered design, participants demonstrated creative and unanticipated strategies to overcome deliberately 'designed-in' challenges in our task, thus circumventing the errors and responses we had predicted. We discuss the variety of unanticipated resilience strategies we observed during the course of this study, as well as methodological lessons learned as a result. Furthermore, we describe a forthcoming study which seeks to build upon the initial investigation, utilising a revised task paradigm to address and overcome its limitations.
Keywords: Resilience strategies; Workarounds; Cognitive resilience
LightWatch: A Wearable Light Display for Personal Exertion BIBAKFull-Text 582-585
  Jutta Fortmann; Janko Timmermann; Bengt Lüers; Marius Wybrands; Wilko Heuten; Susanne Boll
Wearable devices need to seamlessly integrate into everyday life and meet a user's aesthetic needs. In this paper, we present LightWatch, a wearable light display integrated into a common analogue wristwatch without interfering with the functionality of the watch itself. Input is enabled through a pressure-sensitive bezel mounted beneath the light display. LightWatch shall raise body awareness by enabling sensor-based measurement, adjustment and display of a user's personal exertion level. We see LightWatch as a promising approach for an unobtrusive everyday companion that can be used for various applications.
Keywords: Wristwatch; Digital jewellery; LED; Pressure sensitive; Heart rate
Perceptive Media -- Adaptive Storytelling for Digital Broadcast BIBAKFull-Text 586-589
  Adrian Gradinar; Daniel Burnett; Paul Coulton; Ian Forrester; Matt Watkins; Tom Scutt; Emma Murphy
Storytelling techniques within traditional broadcast media have not made major advances in recent years due to the linear and relatively rigid approach to narrative despite advances in the technology that delivers the content. This research proposes the concept of 'perceptive media' in which the content creators have at their disposal different tools and sensors to allow for the subtle adaption of the narrative without any direct interactions from the audience members. The concept is demonstrated through the creation of a 'perceptive radio' that is able to play specially designed content that adapts to the physical and social context in which the radio resides.
Keywords: Adaptive narrative; Digital storytelling; Context-aware media; Perceptive media; Perceptive radio
Redesigning Interaction in CODES BIBAKFull-Text 590-593
  Elisa Leo de Oliveira; Evandro Manara Miletto; Luciano Vargas Flores
Our research group is currently working on the user interface and interaction redesign of CODES, a system for collective music creation on the Web. Cooperative work over a piece of music in CODES follows a cyclic, prototyping approach, which brings some challenges for interaction design. This poster summarizes our redesign concept guidelines, the problems we identified through evaluation of the previous version, and our proposed solutions. The main issues addressed were task conformance, site structure and navigation, aesthetics, and simplicity.
Keywords: Music-making; Prototyping; CSCW; HCI; UI evaluation
Small Community Size of Private SNS for Bonding Relationship: Development of a Research Framework BIBAKFull-Text 594-598
  Hyeonjung Ahn; Sangwon Lee
Since SNS has become an important tool for social relationship and information sharing, numerous studies regarding SNS have been conducted in various domains of social science. Among many kinds of SNSs, we have focused on private SNS, which is especially appropriate for communicating with close acquaintances to bond relationship. Firstly, we investigate the difference of communication patterns between public SNS and private SNS to review and clarify key features of private SNS. To address the issues on ideal community size of private SNS, the present study examines some private SNSs limiting the number of friends. With these kinds of SNSs, we secondly clarify whether this function will be useful in managing the users' relationships for 'strong ties' with emotional closeness. As a preliminary study on private SNS, we suggest research framework based on other studies about research methods to analyze SNS usage patterns. Through online questionnaire survey, we expect to attain the results of the research questions regarding private SNS.
Keywords: Private SNS; Public SNS; Community size; Bonding relationship; Bridging relationship
Sushi Train Interface: Passive and Interactive Information Sharing BIBAKFull-Text 599-602
  Tomomi Takashina; Yuji Kokumai
We proposed sushi train interface as a novel information sharing method to have users notice everyday information in a natural manner. In the interface, information rails are projected on ceilings or walls, and information dishes go around on the rails. Users interact with the information rails using remote pointing devices. We constructed a prototype as a proof-of-concept and implemented pointing methods by a camera device and a smart laser pointer. The both methods are expected to be used for interacting information rails.
Keywords: Sushi train; Information sharing; Pointing method; Passive attitude; Smart laser pointer
Tangible Microscope with Intuitive Stage Control Interface BIBAKFull-Text 603-606
  Tomomi Takashina; Hitoshi Kawai; Yuji Kokumai
Control interfaces of microscope stage have been conservative because they historically precede compact mechanisms which can be used in dark rooms with the sense of fingertips. However, there is a trend of expanding frontier in microscope interaction. New kinds of interactions for microscope are proposed and the freedom of stage control increases by hexapod micropositioning. We propose a tangible microscope which has an intuitive stage control interface. The interface combines a tablet device and a hexapod stage. Because a stage is a plane, we virtually assume a stage is on one's palm. It is very intuitive that the stage moves in the same manner of palm's move. As a proof-of-concept, we constructed a prototype by regarding a tablet as a palm. We haven't any quantitative evaluation yet, but it is expected that the concept of tangible microscope brings a new sense of stage control to users.
Keywords: Microscope; Tangible interaction; Gesture by palm metaphor; Hexapod stage
Touch Skin: Proprioceptive Input for Small Screen Devices BIBAKFull-Text 607-610
  Changhyeon Lee; Jaedong Lee; Gerard J. Kim
The smart watch, increasingly gaining popularity, has limited input and output capabilities due to its size and thus mostly used as a surrogate device to the smart phone. In this poster, we propose "Touch Skin (TS)" that enlarges the interaction space of the smart watch using the hand (or skin) surface and proprioceptive sense. While the input interface is displayed on the small smart watch screen, the interaction is carried out by touching on the larger hand surface to which the input interface elements (e.g. graphical buttons and keys) are mapped. We hypothesize that even though the display and interaction surface are separated, the humans are nevertheless able to perform competently based on one's proprioceptive sense. While sensing for finger touch positions on the hand/skin surface remains to be a technical hurdle, we first explore whether our hypothesis is valid through an enactment study comparing the performance the Touch Skin input to that of the nominal smart phones.
Keywords: Touch screen; Proprioception; Smart watch
Towards In-Air Gesture Control of Household Appliances with Limited Displays BIBAKFull-Text 611-615
  Euan Freeman; Stephen Brewster; Vuokko Lantz
Recent technologies allow us to interact with our homes in novel ways, such as using in-air gestures for control. However, gestures require good feedback and small appliances, like lighting controls and thermostats, have limited, or no, display capabilities. Our research explores how other output types can be used to give users feedback about their gestures, instead, allowing small devices to give useful feedback. We describe the Gesture Thermostat, a gesture-controlled thermostat dial which gives multimodal gesture feedback.
Keywords: In-air gestures; Household devices; Multimodal feedback
Video-Conferencing in E-commerce Website: Effect on Perceived Service Quality and Trust BIBAKFull-Text 616-620
  Suleman Shahid; Abdullah Al Mahmud; Omar Mubin
This study investigates the effect of the presence of live video support in an e-commerce environment on online trust, perceived customer friendliness and perceived quality of service. Participants were asked to rent a car at a car rental website. They needed to find specific information, which was offered, in the form of live video, pre-recorded video or text. Results showed that presence of live video increases perceived support in finding information, perceived customer friendliness and perceived quality of service.
Keywords: E-commerce; Live video; Service quality

Organizational Overview

Contextual Interaction Design Research: Enabling HCI BIBAFull-Text 621-623
  Martin Murer; Alexander Meschtscherjakov; Verena Fuchsberger; Manuel Giuliani; Katja Neureiter; Christiane Moser; Ilhan Aslan; Manfred Tscheligi
Human-Computer Interaction (HCI) has always been about humans, their needs and desires. Contemporary HCI thinking investigates interactions in everyday life and puts an emphasis on the emotional and experiential qualities of interactions. At the Center for Human-Computer Interaction we seek to bridge meandering strands in the field by following a guiding metaphor that shifts focus to what has always been the core quality of our research field: Enabling HCI, as a leitmotif, draws our attention to how each research activity may benefit desires, goals and objectives. Enabling expresses how human-computer interactions are always situated within someone's life, values, and needs; it emphasizes the power of thoughtful design to enable desired interactions and explore desirable futures and expresses how our research addresses the very essence of contextual qualities. This is facilitated through context-rich lab spaces that foster a maker culture for exploring novel forms of contextual interaction. Being an interdisciplinary research group that is rooted in the rich epistemological tradition of the field allows us to bridge boundaries between contemporary thinking and formerly prevalent domains, between established methodology and current research questions. In this paper we highlight how our organizational structure fosters this viewpoint on human-computer interactions.
Organisational Overview: Institute for Design and Assessment of Technology, Vienna University of Technology (TU Wien) BIBAFull-Text 624-625
  Geraldine Fitzpatrick; H. Tellioglu; W. Zagler; M. Pohl; F. Güldenpfennig; O. Hödl; R. Ganhör; P. Mayer; C. Frauenberger
The Institute for Design & Assessment of Technology (IGW) is part of the Faculty of Informatics at the Vienna University of Technology and is historically comprised of two groups: Multidisciplinary Design and Human Computer Interaction, which also includes the Centre for Applied Assistive Technology. The institute is highly interdisciplinary, within a traditional computer science faculty. Members come from various backgrounds, enabling us to merge technical engineering and social sciences research with people-centred design. The Institute includes 35 employed faculty/researchers/students and over 10 associated PhD students, engaged in 30 projects funded by the EU and national funding agencies, and supported by administrative staff.
Technology Experience Research: A Framework for Experience Oriented Technology Development BIBAFull-Text 626-627
  Manfred Tscheligi; Sebastian Egger; Peter Fröhlich; Cristina Olaverri-Monreal; Georg Regal
The optimization as well as exploitation of various aspects of user experience is crucial for future technological innovation and adoption. As a consequence of individualization, industrialization and lifestyle orientation, user experience is becoming more and more a major paradigm in the industry as well as in research & technology organizations. This applies at the level of products (goods, services), at the level of (public) technical infrastructures as well as on the level of human oriented innovation cultures and approaches. Based on several years of experience in applied HCI research the Business Unit Technology Experience within the Innovation Systems Department at the Austrian Institute of Technology (AIT) has been established as a horizontal unit to bridge between innovation in technological infrastructures and the diverse needs of users, costumers or diverse infrastructure contexts. Providing different viewpoints of technology experience and applied HCI thinking is a vehicle to facilitate improved levels of experiential quality.
Usability Testing Practice at MIMOS Usability Lab BIBAKFull-Text 628-629
  Norfarhana Abdollah; Ashok Sivaji; Masitah Ghazali
This paper presents one of our practices in conducting usability testing. Accredited with ISO/IEC 17025:2005 software testing laboratory, we consider ISO usability sub-characteristics as the metrics for the usability evaluation.
Keywords: Usability evaluation; User experience testing; Software testing

Panels

Design, Innovation and Respect in the Global South BIBAKFull-Text 630-632
  Jose Abdelnour-Nocera; Chris Csikszentmihályi; Torkil Clemmensen; Christian Sturm
The aim of this panel is to facilitate a discussion on the practice of interaction design in the Global South in the context of current global discourses on development, as particularly evidenced in the United Nations' post-2015 development agenda. The panel will generate a thought-provoking debate based on different experiences and cultural and political reflections on designing and innovating in the Global South.
Keywords: Interaction design; Innovation; Development; Global south
Interaction and Humans in Internet of Things BIBAKFull-Text 633-636
  Markku Turunen; Daniel Sonntag; Klaus-Peter Engelbrecht; Thomas Olsson; Dirk Schnelle-Walka; Andrés Lucero
Internet of Things is mainly about connected devices embedded in our everyday environment. Typically, 'interaction' in the context of IoT means interfaces which allow people to either monitor or configure IoT devices. Some examples include mobile applications and embedded touchscreens for control of various functions (e.g., heating, lights, and energy efficiency) in environments such as homes and offices. In some cases, humans are an explicit part of the scenario, such as in those cases where people are monitored (e.g., children and elderly) by IoT devices. Interaction in such applications is still quite straightforward, mainly consisting of traditional graphical interfaces, which often leads to clumsy co-existence of human and IoT devices. Thus, there is a need to investigate what kinds of interaction techniques could provide IoT to be more human oriented, what is the role of automation and interaction, and how human originated data can be used in IoT.
Keywords: IoT; Novel interaction means; Automation
Role of Conferences in Shaping the Field of HCI BIBAKFull-Text 637-639
  Jan Gulliksen; Simone Diniz Junqueira Barbosa; Anirudha Joshi; Shaun Lawson; Philippe Palanque
The panel will discuss the role various conferences have played in developing the field of HCI in academic research and industrial practice. It is composed of people who have experience in organising HCI conferences in different parts of the world. It provides a platform to the participants to think and reflect about what they are doing when attending a conference, what their expectations are and how it impacts positively their knowledge, work and career.
Keywords: Human-computer interaction; Conferences

Tutorials

Design and Rapid Evaluation of Interactive Systems in Theory and Practice BIBAKFull-Text 640-641
  Jochen Denzinger; Tom Gross
In this half-day tutorial Jochen Denzinger, partner at the design studio ma ma Interactive System Design, and Tom Gross, full professor and chair of the Human-Computer Interaction at the University of Bamberg, present methodologies for understanding users, tasks, and contexts, for designing interactive systems beyond the desktop, and for evaluating them in novel domains.
Keywords: User centred design; Design thinking; Usability and user experience; Evaluation; Development processes; Cyber-Physical systems
How to Design and Build New Musical Interfaces BIBAKFull-Text 642-643
  Sidney Fels; Michael Lyons
This half day course introduces the field of musical interface design and implementation. Participants will learn and practice key aspects of the theory and practice of designing original interactive music technology with case studies including augmented and sensor based instruments, audio-visual instruments, mobile, and networked music making. Digital technologies offer powerful opportunities for the creation and manipulation of sound, however the flexibility of these technologies implies a confusing array of choices for musical composers and performers. Some artists have faced this challenge by using computers directly to create new musical forms. However, most would agree the computer is not a musical instrument, in the same sense as traditional instruments, and it is natural to ask 'how to play the computer' in a way appropriate to human brains and bodies. To attempt to answer this question in the course, we draw from the International Conference on New Interfaces for Musical Expression (NIME) [1, 2], which began as a workshop of CHI 2001 [3] and explore connections with the established field of human-computer interaction.
Keywords: New interfaces for musical expression; Digital musical instruments
Sketching User Experiences Tutorial BIBAFull-Text 644-646
  Nicolai Marquardt
When designing novel user interfaces, paper-pencil sketches can support the design thinking process and are valuable for communicating design ideas to others. In this hands-on tutorial we will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice -- with a particular focus on the design of novel user experiences. Participants will learn essential sketching strategies, apply these in practice during many hands-on exercises, and learn the various ways of using sketches as a tool during all stages of the HCI research and design process. Our emphasis is on quick, easy to learn, and easy to apply methods for generating and refining ideas.
Tutorial on Human Computer Interaction for Third Places -- THCI-3P BIBAKFull-Text 647-650
  Junia Anacleto; Sidney Fels; Roberto Calderon
Third places are places that are neither home nor work, where people voluntarily come together to socialize. Third places are essential to social life because they provide a common ground where different communities can meet, and they promote a sense of place. Emerging information and communication technologies (ICT) are changing the way we use such third places, altering how we interact with other people and how communities are formed. The goal of the first Tutorial on Human Computer Interaction in Third Places is to provide a forum where researchers can discuss the intersection between computing and third places. We aim to introduce the theoretical basis of third place concepts as well as methods, techniques and tools to support developing a research agenda and to initiate collaboration between researchers to better understand the roles of ICT in such places.
Keywords: Third place; Thirdplaceness; Pervasiveness; Ubiquitousness; Socialization
Tutorial: Modern Regression Techniques for HCI Researchers BIBAFull-Text 651-654
  Martin Schmettow
Despite a century of progress in statistics since the introduction of ANOVA and Pearson correlation, many researchers are still squeezing their precious data into the tight corset of those dated statistical models. This is particularly limiting in applied disciplines such as HCI, where impact factors can be numerous, heterogeneous and difficult to control experimentally. The proposed tutorial aims at liberating applied researchers from constraints and concerns associated with legacy statistics.
Working with Child Participants in Interaction Design BIBAKFull-Text 655-656
  Janet C. Read
This tutorial will introduce attendees to the challenges and benefits of working with child participants in interaction design and evaluation within the context of HCI. It will outline the most used methods and provide resources to participants so they will be able to carry out effective work with children from 4 to 16 in schools, homes and the outdoors. Delivered by an experienced member of the IFIP WP13.1 SIG in IDC, this tutorial will appeal to researchers and developers working with children and in the design of products for children.
Keywords: Participatory design; Teenagers; Child computer interaction; Evaluation; Tutorial

Workshops

Fostering Smart Energy Applications BIBAKFull-Text 657-658
  Masood Masoodian; Elisabeth André; Thomas Rist
There is an increasing need for smart applications with interactive visual interfaces that allow users to better manage and monitor their energy generation and consumption. This workshop will bring together researchers and practitioners from interaction design, human-computer interaction, visualization, computer games, and media technology to foster research, design, development, and deployment of energy-related applications, tools, services, games, and persuasive technologies.
Keywords: Energy usage management; Energy usage monitoring; Visualizations; Visual interfaces; Persuasive technologies; User evaluation
Human Work Interaction Design (HWID): Design for Challenging Work Environments BIBAFull-Text 659-660
  Verena Fuchsberger; Martin Murer; Manfred Tscheligi; José Abdelnour-Nocera; Pedro Campos; Frederica Gonçalves; Barbara Rita Barricelli
This one-day workshop aims to contribute to the goals of the IFIP 13.6 Human Work Interaction Design (HWID) working group, i.e., to establish relationships between empirical work-domain studies and recent developments in interaction design. This goal translates to the workshop by focusing on work environments that are challenging for research and design; from physically or spatially unusual workplaces (e.g., oil platforms), mentally demanding or specifically boring work (e.g., control rooms, academics) to challenging social situations at work (e.g., in hospitals). The workshop aims to discuss resulting constraints for research and design, e.g., restricted access for research, or difficulties in articulating the specifics of the workplaces to a wider audience that is not familiar with them. Some work environments may even impede forms of design research, e.g., critical or provocative design will be hard to carry out in safety- or efficiency-critical workplaces. Thus, ways to generate knowledge addressing the design of interactive artifacts for challenging workplaces will be discussed.
IFIP WG 13.2 Workshop on User Experience and User-Centered Development Processes BIBAFull-Text 661-662
  Marco Winckler; Regina Bernhaupt; Peter Forbrig; Stefan Sauer
This workshop focusses on the interplay of user experience (UX) and user-centered development processes of interactive systems. It is organized by the IFIP Working Group 13.2 on Human-Centered Software Methodologies. It is proposed as a follow-up activity started at an interactive session organized at HCSE 2014. Our ultimate goal is bringing together researchers and practitioners to discuss real-life case studies featuring success and/or failure stories of development processes that take into account UX as an important dimension for the interactive system at concern. Based on these discussions, we expect to deepen the understanding of problems and challenges when dealing with UX in the software development process.
IFIP WG 13.5 Workshop on Resilience, Reliability, Safety and Human Error in System Development BIBAFull-Text 663-664
  Chris Johnson; Mike Feary; Célia Martinie; Phil Palanque; Regina Peldszus
This workshop focusses on the issues of bringing together several properties to interactive systems. While research in the field of HCI is mainly targeting at Usability and user experience (UX) this workshop focusses on Resilience, Reliability and Safety. It is organized by the IFIP Working Group 13.5 on Resilience, Reliability, Safety and Human Error in System Development. The goal of the workshop is to bring together researchers and practitioners from these various disciplines or their related application domains (such as nuclear, space, aeronautics, healthcare...) to discuss real-life case studies featuring success and/or failure stories of development processes that target resilient interactive systems and take into reliability, safety and human errors for interactive systems. The objective of the workshop is to produce a structured roadmap and a research agenda for the design, construction and assessment of resilient interactive systems.
Learning Beyond the Classroom: For and About Older and Disabled People BIBAKFull-Text 665-666
  Gerhard Weber; Christopher Power; Helen Petrie; Jenny Darzentas
The workshop will provide a forum for discussion for researchers, practitioners and designers interested in both the accessibility of technology-mediated learning for disabled and older learners or in the use of technology-mediated learning to teach professionals about the needs of disabled and older people. Expected outcome is a better understanding of the processes needed to raise the level of inclusion in higher education.
Keywords: Accessibility; MOOC; Elearning; Older learners; Disabled learners
Mediation and Meaning in HCI BIBAFull-Text 667-668
  Susanne Bødker; Olav W. Bertelsen; Liam Bannon; Clarisse de Souza; Simone Barbosa; Raquel Prates
This workshop is about computer mediation in human communication and action. The proponents all look at mediation from different angles, but share the view that meaning is what mediation is about. We aim to dig beneath the surface and touch on the conception, construction, negotiation and evolution of meaning in and of technology, for producers and consumers, before and after technology is deployed. Mediation and meaning will thus allow us to discuss how different segments and perspectives in HCI research can be brought together to give us new insights about how people interact with technology.
Methods for Undertaking Research on Technology with Older and Disabled People BIBAFull-Text 669-670
  Helen Petrie; Blaithin Gallagher; Jenny Darzentas
Developing interactive systems for disabled and older people is an increasingly important topic in HCI, yet there is little discussion of methods used to conduct research with these user groups. The workshop will provide an opportunity for researchers and practitioners to discuss research methods used in HCI when applied to working with older and disabled people for the elicitation of user needs, evaluation of technologies and understanding of the uses of technologies by these important user groups.
Social Image Research in the Age of Selfies BIBAKFull-Text 671-672
  Casey Dugan; Sven Laumer
Capturing and sharing images of ourselves and others has given rise to many applications and much human-computer interaction research. Social media has made it faster and easier than ever to share such photos, with "selfies", or photographs taken of oneself, invading popular culture. In this workshop, we will bring together researchers studying images of people in the context of HCI, whether thru mining such data, analyzing its use, or creating novel UIs for such.
Keywords: Selfies; Faces; Social media; Face detection; Self-representation
The Landscape of UX Requirements Practices BIBAKFull-Text 673-674
  Gregorio Convertino; Nancy Frishberg; Jettie Hoonhout; Rosa Lanzilotti; Marta Kristín Lárusdóttir; Effie Lai-Chong Law
Studies of development practices reveal that usability and user experience (UX) are often not addressed consistently or explicitly in current development projects. A key reason is that UX requirements are either omitted or not formalized enough for their implementation to be objectively verifiable. This workshop brings together researchers and practitioners who have faced this problem and have experimented with methods to resolve it. The expected result is a descriptive framework that will summarize the current best practices, differentiate them along key dimensions and in relation to known obstacles. Then, a set of recommendations to formalize and verify UX requirements will be provided.
Keywords: Requirements specification; Usability; UX practices
Workshop on Designing Interaction and Visualization for Mobile Applications (DIViM 2015) BIBAKFull-Text 675-676
  Shah Rukh Humayoun; Achim Ebert; Steffen Hess; Gerrit van der Veer
The DIViM 2015 workshop focuses on different issues and limitations regarding designing intuitive interaction and visualization for mobile applications and devices, as well as how to overcome these limits through novel approaches and techniques.
Keywords: Interaction design; Visualization; Mobile app development
Workshop on Interactivity in Healthcare Systems (IHS) BIBAKFull-Text 677-678
  Vicki Hanson; Gemma Webster; Matt Dennis
We are all living longer with average life expectancy increasing across the globe [1]. However, chronic conditions such as heart disease, strokes and cancer, coupled with an increasing global obesity problem still cause a growing number of premature deaths [1]. These conditions combined with an aging population cause a huge strain on healthcare provision.
Keywords: Healthcare; Interactivity; eHealth; Healthy living