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Proceedings of the 2014 International Conference on Multimedia, Interaction, Design and Innovation

Fullname:Proceedings of the 2014 International Conference on Multimedia, Interaction, Design and Innovation
Editors:Krzysztof Marasek; Marcin Sikorski
Location:Warsaw, Poland
Dates:2014-Jun-24 to 2014-Jun-25
Publisher:ACM
Standard No:ISBN: 978-1-4503-2779-4; ACM DL: Table of Contents; hcibib: MIDI14
Papers:19
Pages:149
Links:Conference Website
  1. Keynote
  2. Methods and Concepts
  3. Innovations, Services, Creativity, Education
  4. User-Based Studies
  5. Engineering Innovations in Developing Interactive Products

Keynote

In Praise of Beauty and Enchantment: Setting the Scenery of Respectful Design BIBAFull-Text 1
  Patrizia Marti
Respectful design emphasizes the experience of using systems/products that leads to feelings of emotional engagement, resonance, enchantment and wonder. It entices reflections on value-related and societal relevant questions. Respectful design also implies respectfully addressing all human skills, the perceptual-motor, emotional, cognitive, and social ones through rich, natural, and meaningful interaction possibilities.
   This vision requires societal, cultural and aesthetic sensitivity to be achieved. This paper frames respectful design from a theoretical viewpoint, and illustrates two design cases addressing the vision. It also offers methodological insights on art and poetry as resources for respectful design. In particular it describes how to play with the subtleties of those languages, to reflect on values (aesthetic, social, ethical) and use them to drive the design process.
Bar Code Interfaces BIBAFull-Text 2
  Dariusz Madej
This paper addresses how bar codes changed to serve the purpose of automatic identification and how readers evolved to allow intuitive and efficient operation in a range of applications. Bar code categories will be introduced, and user related aspects of scanning will be discussed. Then we will show how the barcode is becoming a form of artwork and design as well as a marketing tool.

Methods and Concepts

Deriving Usability Goals for Mobile Applications BIBAFull-Text 3
  Kristina Lapin
A starting point in a development of a new application is the identification of an end-user problem that further is translated by developers and application stakeholders into usage assumptions. In this paper, the reason to use acceptability attributes while developing the mobile application assumptions instead of usability goals as a communication means between technical people and system stakeholders is argued. Further, the acceptability attributes are related to specific mobile technology features extracted from successful mHealth examples and stakeholder expectations. This relation facilitates the process of expressing new product assumptions in order to gain an advantage of mobile interaction. One of the sources that generalize understanding of mobile interaction benefits is the PricewaterhouseCoopers (PwC) research. Another source -- examples of innovative projects extracted performing literature study. The crystallized PwC principles of successful mHealth projects, mobile health stakeholder expectations and innovative mobile interaction examples are integrated augmenting traditional system acceptability attributes with specific mobile interaction context.
User Interface: Legal Protection BIBAFull-Text 4
  Joanna Buchalska
The subject matter of this presentation is legal protection of interface. This topic seems to be very important due to the multidimensional nature of the protection and its ambiguity. In particular, the presentation will focus on indication of the protection of interfaces under the two legal systems -- copyright law and industrial property law.
   A judgment of the European Court of Justice dated 22 December 2010, C-393/09 has introduced significant changes in the protection of interfaces as objects of copyright, where the court indicated that a graphic user interface is not a form of expression of a computer program within the meaning of Article 1 [2] of Directive 91/250 on the legal protection of computer programs, and cannot be protected by copyright as a computer program under that directive. This position has been strongly criticized in the legal doctrine.
Design and Business Gaps: From Literature to Practice BIBAFull-Text 5
  Joanna Kwiatkowska; Agnieszka Szóstek; David Lamas
It is undoubted that design is of great importance for companies at present. Therefore, an increasing number of companies decide to align their offerings with user needs and desires and deliver recognized design values in final products or services. Nevertheless, the role of business is to deliver profitable products or services, which bring return on investment as well as meet other company requirements. Although a high interest in design deliverables might be distinguished, in practice design values tend to fall behind business decisions and overall low awareness of user needs can be observed throughout the company. Finally, there is the gap between the design and business.
   This article describes work in progress aimed at investigating and systematizing the understanding of the gaps between the design and business. On the basis of the literature review and conducted interviews it identifies relevant research gaps and questions that would benefit future scholarly attention.
A Design Space for Trust-enabling Interaction Design BIBAFull-Text 6
  Sónia Sousa; Ilya Shmorgun; David Lamas; Arman Arakelyan
The purpose of this article is to introduce and assess the expressiveness of a design space for trust-enabling interaction design; or in other words aims to assess the extent to which the design space can explain/describe trust-enabling interactions. It starts by situating trust in the domains of Human-Computer Interaction and Computer-Mediated Interactions.
   Then, presents the proposed design space analytical tool. A tool, which serves for moving away from artifact-centered design to an intentional creation of value, i.e. support interaction designers on further reflecting on trust-enabling interactions design values.
   These design space's dimensions are rationally derived from the model of Human-computer Trust, which builds on uses perceived trust. This model has been previously validated and was also used as a research lens for providing a greater understanding of how individuals interact with systems, in interaction processes like openness, knowledge sharing, user's privacy awareness, and collaboration.
   The article concludes with two examples of application through a comparative inspection of 2 peer-production platforms: Wikipedia and Wordpress. And a reflection on how the proposed analytical tool can be used as a facilitator for supporting trust-enabling interaction design processes.
Software Modeling from the Perspective of Intuitive Information Processing BIBAFull-Text 7
  Anna E. Bobkowska
There is psychological evidence that humans process information not only consciously but also intuitively. Intuitive information processing is present also during the activities related to software modeling. The goal of this paper is to analyze software modeling from the perspective of theories which describe intuitive (nonconscious, implicit) information processing. The paper includes presentation of relevant psychological theories, cross-analysis of issues related to software modeling from their perspective, a case study of interplay between rational and intuitive process, and discussion of findings from the perspectives of both mainstream software engineering and software psychology approaches.

Innovations, Services, Creativity, Education

Nature of Creativity in Computer Science Education. Designing Innovative Workshops for CS Students BIBAFull-Text 8
  Marta Kwasnik
There is increasing recognition of the need for soft skills in computer science (CS). Job requirements for IT personnel not only description of technical skills or experience, but also soft skills [15]. Thus, employers wants to hire professionals who are motivated, open-minded, lateral thinking and able to solve problems in innovative way. From this perspective creativity is a key factor which leads to personal new, unique and useful ideas, solutions or insights (aha! effect). The study presented in this paper explores characteristics of creativity, its role in CS education, professional career and in IT business. For this purpose, was presented concept of workshops called Innovative Processes (IP) and analyzed students' experiences from Polish-Japanese Institute of Information Technology (PJIIT). The role of this approach to training soft skills, especially creative thinking, and its value for computer science are discussed.
Just Let Me Think: Designing Against Acquired Illiteracy BIBAFull-Text 9
  Igor Garnik
This article concerns the relatively new problem of illiteracy relating to persons previously being literate, which is caused by too intensive using of so-called digital media (TV, computers, tablets, smartphones, e-book readers, portable media players, etc.). The problem has been observed for several years mainly in countries with high economic and technological development. The widespread use of digital media and the ease of their use as well as access to many functions and features, lead their users to performing even simple mental tasks with help of digital media. As many studies show, it affects the condition of human mind. Apart from so strongly detrimental effects such as digital dementia and digital addiction, ceding the easy tasks, so far performed by people themselves, to the digital media causes a loss of basic mental skills.
   Probably, the most common example would be the use of a calculator for making the basic arithmetical operations on integer numbers in the range to one hundred. In most of countries children master this skill usually at the beginning of primary school. This kind of illiteracy can be described as secondary, returning or acquired illiteracy. To counteract this negative phenomenon it is necessary to design the user interface in a such way that supports and strongly activates mental processes inside the human mind. This article contains a few recommendations for the design of user interfaces and sample proposals for changes in existing interfaces.
Teaching Digital Interactive Storytelling In Practice: DVD-Video, Blu-ray Disc and Web Solutions BIBAFull-Text 10
  Marcin Wichrowski
This paper is a case study of teaching digital interactive storytelling dedicated to art students using DVD-Video and Blu-ray Disc technologies. In recent years, the evolution of technological tools to tell and share stories has accelerated. The article is a summary of the author's experience of many years of work with students and presents the methodology used in the classroom showing the complete range of activities towards creating digital interactive stories. Classes cover two aspects of design -- conceptual part and technical experiments. Firstly, students are taught storytelling basics -- how to analyze, contextualize and document ideas for the planned project. Next, they collect, edit materials and author final interactive projects in accordance with multimedia and usability standards. The article discusses how the aforementioned technologies could influence the ways stories are told and points out the limitations and problems associated with designing usable interfaces for this purpose. A set of guidelines, recommendations and workarounds for building usable interactive storytelling projects are presented, together with a collection of tools simplifying and accelerating this task.

User-Based Studies

Evaluating Aesthetics During Interaction Episodes BIBAFull-Text 11
  Mati Mõttus; David Lamas; Darja Tokranova
Many user studies have been conducted to understand the relationship between interface aesthetics and product's usability. Results of experiment by De Angeli et al. (2006) show that the link between aesthetics and usability is more complex than the strong claim -- "What is beautiful is usable". Interaction has an episodical nature where events follow each other in time and different stimuli affects users' decisions while completing the task.
   This Paper reports the preparation of upcoming user study which will attempt to explain how aesthetics is influencing quality of interaction. The idea is to use multiple methods -- usability metrics, psychophysiological metrics simultaneously with self-reported experience -- and collect data both during the study and retrospectively.
Understanding the Tradeoffs of Mobile Device Output Modalities in Just-in-time Learning of Mechanical Tasks BIBAFull-Text 12
  Ankur Sharma; Kirstie Hawkey
Paper-based user manuals that provide assembly and disassembly instructions often do so with a combination of diagrams supported with textual information that clarifies how to perform the tasks. Mobile devices are emerging as a multimedia platform for providing on-demand training due to their portability. Mobile devices have limited screen size; as a result, the text instructions associated with the diagrams can produce clutter and occlusion on the screen. Also, too much information if fed through a single sensory channel (visual) may result in excessive cognitive load on working memory, thus hindering the learning process.
   In this paper, we present a user study conducted to investigate the tradeoffs of using text, audio, and a combination of both modalities on the learning experience in a just-in-time mobile learning scenario. In such a scenario end-users are managing two very visual tasks at the same time; i.e., the primary task of carrying out the assembly/disassembly job and the secondary task of learning how to perform the task. We found that the participants were most efficient in carrying out mechanical computer assembly tasks when they had both audio and text as learning support on the mobile device. Both novice and expert participants felt the introduction of audio decreased the amount of time spent by them looking at the screen (visual attention) while carrying out the mechanical tasks.
An Approach to Behavior Authoring for Non-Playing Characters in Digital Games BIBAFull-Text 13
  Manish Mehta; Andrea Corradini
In this paper, we explore a design solution that would enable novice users to successfully author AI behaviors. We detail on the first design pass over the representational vocabulary and the authoring activity created to identify an appropriate user interaction approach. Further, we discuss the results of a user study conducted to evaluate a paper mock-up of the authoring interface that novice users can use to create behaviors. The goal of the study was to understand whether users are able to conduct the authoring process using the proposed paper prototype version and to understand the representational vocabulary.
   One of the key results that came out of the study was that some of the existing interaction design approaches, representation formalism and vocabulary that we employed in the authoring interface were unsuitable to novice users. The study also helped pointing out early design flaws and new design insights for the work going forward.
Threats of Using Gamification for Motivating Web Page Quality Evaluation BIBAFull-Text 14
  Marta Juzwin; Paulina Adamska; Maria Rafalak; Bartlomiej Balcerzak; Michal Kakol; Adam Wierzbicki
Nowadays great variety of web services attempts to leverage people's natural desire for competition, in order to promote or discourage certain types of online behaviors. Such game-derived techniques are known as gamification and have already been utilized both by commercial websites and researchers who have designed so called "games with a purpose" in order to collect some data inaccessible for non-human agents. Apart from numerous applications, this approach has also been criticized for creating an artificial sense of achievement and encouraging unintended behaviors. In our paper we investigate, whether simple gamification techniques can improve the quality of feedback, regarding the truthfulness of information available on the Internet. We present the results of an experiment carried out on a group of students who were asked to rate websites and statements using four evaluation methods with different rewarding schemes. Our study shows which of those methods have been the most frequently chosen, and what was their influence on user behavior in terms of level of agreement and bias towards certain evaluation values.

Engineering Innovations in Developing Interactive Products

Mobile Data Collection Forms Based on DSLs with Different Levels of Abstraction BIBAFull-Text 15
  Mathias Kühn; Peter Forbrig
Model-based software development is based on the idea that experts can express their knowledge by domain-specific models. Domain-specific languages (DSLs) [2,16] allow the representation of knowledge in textual human-readable form. Approaches grounded on DSLs could be used for data collection applications.
   In some cases it is necessary to ground decisions on data that reflect facts by documented values. To get these values data collection is sometimes necessary. Indeed, the use of forms to support the data collection as well as controlling the process by specifying its behavior would be very helpful.
   In this paper we present a model-based approach for the specification of interactive questionnaires. Domain-specific languages (DSLs) are used to specify data collection applications on different levels of abstraction. In the end models for graphical user interfaces are provided that are specified in UsiXML [3,12,13].
Multi-Signal Virtual Keyboard (MSVK): Use of Various Sensors to Replace the Standard Keyboard -- First Steps BIBAFull-Text 16
  Muhammad Bilal Saif; Michael Neubert; Sebastian Spengler; Philipp Beckerle; Torsten Felzer; Stephan Rinderknecht
Interaction of computer and people with physical disabilities (who are not capable of using classic input devices) is the main focus of this work. A new system "Multi-Signal Virtual Keyboard (MSVK)" is proposed. MSVK is designed by keeping in view the easiness of use and the speed for data entry.
   OnScreenDualScribe (OSDS) system is developed by the same group. This system uses 18 keys to emulate the behavior of keyboard and mouse. In this work, the hard keys of OSDS are replaced by wearable sensors. To prove the effectiveness of the new system, it has been tested on three volunteers and promising results have been seen.
Actiontracking in Gesture Based Information Systems BIBAFull-Text 17
  Jerzy M. Szymanski; Janusz Sobecki; Piotr Chynal
In this paper we present our approach, for tracking and analyzing users' actions, in user interfaces of gesture based information systems. We present a tool for gathering interaction data, for usability analysis, during tests with users. Interaction with gesture based interfaces differs from interactions with standard devices such as mouse or keyboard. This means it is necessary to deliver special tools for gathering interaction data and methods for usability analysis. We used large LCD screen with MS Kinect device and self-developed software for presenting content and gathering interaction data. We tested web-based application developed according to the MS Kinect user interface guidelines. We verified our experimental setup and method by performing tests with the participation of users. Proposed approach could be a good addition to standard usability tests of such interfaces and a foundation for further development.
EMG Sensors as Virtual Input Devices BIBAFull-Text 18
  Tomáš Tisancín; Adam J. Sporka; Ondrej Polácek
Electromyography (EMG), i.e. the detection and analysis of electric signals related to activity of muscles in humans, is often used to control prosthetic limbs. Recently, its importance started to grow also in the field of the human -- computer interaction. We have established a simple electromyographic signal pipeline using two off-the-shelf hardware devices NIA in order to implement a virtual input device capable of emulation of mouse. A single NIA device is capable of signal composed of various components, including the EMG signal. We tested the reliability of recognition of elementary activities, such as fist clench, eye blink, etc. and the use of NIA as device which controls an emulation of the mouse. The placement on the forehead yielded least amount of errors.
The Telecom Business Strategies: a Comparative Study of Corporate Blogs BIBAFull-Text 19
  Anna Soltysik-Piorunkiewicz
The purpose of the article was to present the characteristics of modern communication tools (interactive communication channels, agent oriented technologies, etc.) in the company due to developing of Web 2.0/3.0, i.e., social media, blogs, micro blogs and others, and the possibility of their use in e-marketing strategy of companies. The article also shown examples of Internet corporate blogs of companies operating in the telecommunications industry. The theoretical purpose of the article was to present an e-marketing strategy for businesses, as well as the characteristics of the benefits and risks associated with the use of interactive communication channels, mostly blogs, and future of agent oriented technologies in the sphere of e-marketing. The practical aim of the paper was to compare selected blogs from telecommunication sector company operating in Poland and to evaluate them from user-centered perspective.