| Designing situations | | BIBAK | Full-Text | 1-8 | |
| Toni Robertson; Lian Loke | |||
| This paper extends the analytic framework Suchman used in Plans and Situated
Actions by using it as a tool in the design of interactive, immersive
environments that rely on human movement as input. We describe the historical
and methodological background to Suchman's framework and the impact of her
analysis on the development of HCI and related fields. We provide two examples
of its use to support prototype evaluation, design reflection and generative
and iterative design. Suchman's recognition that computers act on the basis of
resources within their situations, just as people act in accord with the
resources of theirs, broadens our focus from the design of interfaces to the
design of situations within which interaction between people and computers can
occur. The tool, and the methodological and theoretical commitments embedded
within it, contribute to the design of emerging technologies and to current
discussions about approaches to design within shifting paradigms of HCI. Keywords: Suchman, design tool, interaction design, interactional resources, plans and
situated actions, situated action | |||
| Beyond the user: use and non-use in HCI | | BIBAK | Full-Text | 9-16 | |
| Christine Satchell; Paul Dourish | |||
| For many, an interest in Human-Computer Interaction is equivalent to an
interest in usability. However, using computers is only one way of relating to
them, and only one topic from which we can learn about interactions between
people and technology. Here, we focus on not using computers -- ways not to use
them, aspects of not using them, what not using them might mean, and what we
might learn by examining non-use as seriously as we examine use. Keywords: non-use, non-users, users | |||
| Performative artefacts: users "speaking through" artefacts in collaborative design | | BIBAK | Full-Text | 17-24 | |
| Mads Bødker | |||
| This paper argues for a relational view of collaboration in User-Centered
Design activities. It argues that artefacts of different kinds are performative
in making both users and designers perform in particular ways. In this way, it
treats a case of a "catastrophic" user workshop as a heterogeneous enactment of
relations rather than a case of having e.g. conservative or ignorant users. Keywords: UCD, artefacts, collaborative, design, heterogeneity, methods,
performativity, socio-material, workshop | |||
| Patterns or claims: do they help in communicating design advice? | | BIBAK | Full-Text | 25-32 | |
| George Abraham; Michael E. Atwood | |||
| Past research asserts that patterns or claims will help capture and
communicate interaction-design advice. Both structures attempt to provide
advice in context along with the justifications for fit. These properties aim
to make patterns or claims more concrete and comprehensible to novice designers
than design guidelines. However, empirical work evaluating these promises is
lacking. This research presents a controlled study that examines the value of
structuring design advice as patterns or as claims. Patterns and claims seem
different given their respective roots in architecture and design rationale.
They also differ in their emphasis when capturing design decisions; patterns
emphasize capturing a problem-solution pair in a certain context, whereas
claims focus on capturing the positive and negative implications to a design
decision. The findings from the study suggest it may be promising to combine
the claim and pattern structures and that such a structure may facilitate
discussions of design trade-offs. Keywords: advice, claim, context, controlled-study, pattern, trade-offs | |||
| Supporting the supermarket shopping experience through a context-aware shopping trolley | | BIBAK | Full-Text | 33-40 | |
| Darren Black; Nils Jakob Clemmensen; Mikael B. Skov | |||
| Shopping in supermarkets is becoming an increasingly interactive experience
as stores integrate technologies to support shoppers. While shopping is an
essential and routine type of consumer behaviour, emerging technologies posses
the qualities to change our behaviour and patterns while shopping. This paper
describes CAST -- a context-aware shopping trolley designed to support the
shopping activity in a supermarket through context-awareness and the acquiring
of user attention. The design is based on understandings of supermarket
shopping needs and behaviour derived from previous studies. The system supports
customers in finding and purchasing products from a shopping list. A field
evaluation showed that CAST affected the shopping behaviour and experience in
more ways, e.g. more uniform behaviour in terms of product sequence collection,
ease of finding products. However, they saved no significant time of the
shopping activity. Keywords: context-awareness, mobile technologies, shopping, supermarket | |||
| Evolving interactions: agile design for networked media performance | | BIBA | Full-Text | 41-48 | |
| Andrew R. Brown; Steve Dillon; Thorin Kerr; Andrew Sorensen | |||
| Network Jamming systems provide real-time collaborative performance experiences for novice or inexperienced users. In this paper we will outline the interaction design considerations that have emerged during evolutionary development cycles of the jam2jam Network Jamming software. In particular we have used agile software design as a research method exploring the co-evolution of features and usability. Several significant iterations of the jam2jam software are presented as case studies and we outline the how core experiences and meaningful engagement has been maintained whilst enhancing user experience and skill develop opportunities. We outline design considerations that support engagement of young people around digital media performance especially in the areas of community arts and education. | |||
| You can be too rich: mediated communication in a virtual world | | BIBAK | Full-Text | 49-56 | |
| Greg Wadley; Martin R. Gibbs; Nicolas Ducheneaut | |||
| Internet-based virtual worlds (VWs) have emerged as a popular form of
collaborative virtual environment. Most have offered only text chat for user
communication; however several VWs have recently introduced voice. While
research has demonstrated benefits of voice, its introduction into the popular
VW Second Life (SL) was controversial, and some users have rejected it. In
order to understand the benefits and problems that voice brings to virtual
worlds, we used qualitative methods to gather data from SL users and analyse
it. We discuss our results in the light of media-richness theory and its
critiques, arguing that preferences for voice or text reflect a broader problem
of managing social presence in virtual contexts. Keywords: Second Life, media richness, virtual worlds, voice | |||
| Brute force interactions: leveraging intense physical actions in gaming | | BIBAK | Full-Text | 57-64 | |
| Florian 'Floyd' Mueller; Stefan Agamanolis; Frank Vetere; Martin Gibbs | |||
| People use a wide range of intensity when interacting with computers,
spanning from subtle to brute force. However, computer interfaces so far have
mainly focused on interactions restrained to limited force and do not consider
extreme physical and brutal interactions, such as those encountered in contact
sports. We present an exploration on the topic of "Brute Force" that aims to
support researchers and designers who want to leverage the benefits of such
forceful interactions. We present the results of a survey on this topic and
describe how the salient themes could be used to inspire design work, in
particular in a mediated environment, augmented with computing technology. We
describe how the themes inspired certain features, and how technological
limitations were overcome during this process. We hope with our work we can
encourage designers to expand their range of supported interactions to include
these physically intense behaviors we call Brute Force that are exhibited in
many activities in people's lives. Keywords: blunt force, brute force, design space, exertion interface, physical, social
interaction, sports, tangible, videoconferencing | |||
| Understanding distributed collaboration in emergency animal disease response | | BIBAK | Full-Text | 65-72 | |
| Jane Li; Kenton O'Hara | |||
| There is an increasing interest in CSCW systems for supporting emergency and
crisis management. In this paper we explore work practices in emergency animal
disease management focusing on the high-level analysis and decision making of
the Australian Consultative Committee for Emergency Animal Disease (CCEAD) -- a
geographically distributed committee established to recommend action plans
during animal disease outbreak. Our findings explore the ways in which they
currently share and analyse information together, focusing in particular on
their teleconferencing mediated meetings. Our findings highlight factors
relating to the time pressure of the task, diverse configuration of the group
and asymmetrical settings and how these influence the groups information
sharing and communication. We use the findings to discuss implications for
collaboration technologies that could support the group and broader
implications for similarly structured work groups. Keywords: distributed collaboration, emergency response, workplace study | |||
| Being here: designing for distributed hands-on collaboration in blended interaction spaces | | BIBAK | Full-Text | 73-80 | |
| Michael Broughton; Jeni Paay; Jesper Kjeldskov; Kenton O'Hara; Jane Li; Matthew Phillips; Markus Rittenbruch | |||
| This paper describes a concept for supporting distributed hands-on
collaboration through interaction design for the physical and the digital
workspace. The Blended Interaction Spaces concept creates distributed work
environments in which collaborating parties all feel that they are present
"here" rather than "there". We describe thinking and inspirations behind the
Blended Interaction Spaces concept, and summarize findings from fieldwork
activities informing our design. We then exemplify the Blended Interaction
Spaces concept through a prototype implementation of one of four concepts. Keywords: CSCW, blended interaction spaces, distributed collaboration, hands-on
collaboration, video conferencing | |||
| Exploring the project transitions and everyday mobile practices of freelancers: emergent concepts from empirical studies of practice | | BIBAK | Full-Text | 81-88 | |
| Kirsten Sadler; Toni Robertson; Melanie Kan | |||
| We present analytic concepts that emerged from field studies of the everyday
practices of Film and Television Freelancers. We categorised the freelancers'
mobile practices into two dimensions: the interplay of flux and stability, and
the interplay of the macro and the micro. These dimensions emphasised two key
practices that the freelancers engaged in while using technologies to manage
change in their lives: sustaining and transitioning practices. These concepts
structure our findings in a way that may provide technology designers and
researchers with a useful conceptual tool. These concepts draw attention to two
aspects that have been little explored in the literature on understanding
mobile practices. Firstly, the everyday uses of technologies to manage
transitions between longer term durations of practices. Secondly, the integral
role of stable contexts, beyond remote work spaces alone, for supporting and
shaping mobile practices. Keywords: mobile technology use, mobility, studies of practice, work/life | |||
| Bridging the information gap: collaborative technology design with low-income at-risk families to engender healthy behaviors | | BIBAK | Full-Text | 89-96 | |
| Katie A. Siek; Jeffrey S. LaMarche; Julie Maitland | |||
| The leading cause of death in the United States is cardiovascular disease.
Formative studies have shown that technological interventions may help effect
lifestyle changes, however there has been minimal research to ascertain
appropriate interventions for at risk, low-income populations. We conducted two
participatory-based design workshops with nine caregivers and thirteen children
to help determine suitable interventions for an at-risk low socioeconomic
population. The major themes that emerged from the workshop for caregivers were
their need for assistive systems that would help with everything from parenting
to budgeting time and resources. Researchers in human computer interaction
would benefit from our findings by developing a holistic sense of barriers
encountered by low-income families to improve their health. We conclude the
paper with a discussion of design implications. Keywords: community-based participatory design, design workshops, health behaviors,
low-income caregivers, underserved, wellness informatics | |||
| Multimedia for primary school children learning sign language | | BIBAK | Full-Text | 97-104 | |
| Kirsten Ellis | |||
| This research explores the design, development and user testing of a purpose
built multimedia resource to assist hearing children in Primary school to learn
Australian Sign Language (Auslan). The multimedia application consists of
vocabulary instruction, a story, song, game and a series of questions.
Children's preferences for characters and activities are investigated as are
their opinion on the most appropriate number of signs per session and their
enjoyment of learning Auslan in a multimedia environment. Keywords: children, interaction, sign language, user preferences | |||
| Teaching privacy with ubicomp scenarios in HCI classes | | BIBAK | Full-Text | 105-112 | |
| Saila Ovaska; Kari-Jouko Räihä | |||
| Privacy is a many-faceted concept and, consequently, designing for privacy
is a challenging topic to teach. Privacy in ubicomp environments adds to the
challenge, since such environments are still rare and people have not gained
experience from interacting in them. Scenarios can be used to make the issues
concrete for students. We describe three cases, with different scenarios,
different pedagogical goals, different levels of students, and different data
collection methods, for teaching about privacy using scenarios. We report on
the experiences, both the successes and the pitfalls that need to be taken into
account. Keywords: HCI education, privacy, scenario, ubiquitous computing | |||
| Radio dispatchers' interruption recovery strategies | | BIBAK | Full-Text | 113-120 | |
| Gabriela Mancero; B. L. William Wong; Martin Loomes | |||
| A field study was conducted at the British Transport Police Control Room in
London. We used The Critical Decision Method (CDM) to explore radio
dispatchers' cue identification, situation awareness and integration of
information, particularly when following an interruption. The data from the CDM
interviews was also analysed using the Emergent Themes Analysis (ETA) approach.
The ETA resulted in categorizing difficulties that are shared by all radio
dispatchers during high workload. Based on the ETA results, we conducted
another set of CDM interviews which focus particularly in interruption
recovery. The CDM gave us a clear idea of what information radio dispatchers
need to recover from interruptions. We found that radio dispatchers are almost
unaffected by interruptions and have developed two main interruption recovery
strategies. Keywords: change blindness, cognition, interruption recovery, situation awareness | |||
| Young Australians' privacy, security and trust in internet banking | | BIBAK | Full-Text | 121-128 | |
| Supriya Singh; Clive Morley | |||
| Generations X and Y (18-40 years old) in Australia see Internet banking as
more private, more secure and more trustworthy than older Australians. They use
Internet banking more than older Australians as they see Internet banking as a
convenient way to bank. Generations X and Y also have greater confidence in
their own digital expertise. Like other users of Internet banking they trust
the bank will look after them. We draw on a qualitative study of 108 Australian
consumers' banking and management of money between April 2005 and March 2006
followed by a random representative survey of 669 Australians aged 18 years or
more conducted in September 2007. We contribute to the literature on younger
people's use of Internet banking in Australia and their perceptions of privacy,
security and trust. We argue there is a need for greater transparency by
service providers. We also see regulators being increasingly important in
ensuring that social media, cloud computing and financial aggregation services
do not lead to unrealistic expectations of security and privacy and a dilution
of consumer protections. Keywords: Australia, generation X, generation Y, internet banking, privacy, security,
trust | |||
| Dissolving boundaries: social technologies and participation in design | | BIBAK | Full-Text | 129-136 | |
| Penny Hagen; Toni Robertson | |||
| The emphasis on participation in social technologies challenges some of our
traditional assumptions about the role of users and designers in design. It
also exposes some of the limitations and assumptions about design embedded in
our traditional models and methods. Based on a review of emerging practice we
present four perspectives on design in the context of social technologies. By
presenting this 'lay of the land', we seek to contribute to ongoing work on the
nature of participation and design in the context of social technologies. We
draw particular attention to the ways in which roles and responsibilities in
design are being reassigned and redistributed. As traditional boundaries
between design and use and designer and user dissolve, design is becoming more
public. In the context of social technologies design is moving out into the
wild. Keywords: crowdsourcing, design methods, open innovation, participatory design,
prototyping, social technologies | |||
| Designing for social context of mobility: mobile applications for always-on users | | BIBAK | Full-Text | 137-144 | |
| Nithya Sambasivan; Leena Ventä; Jani Mäntyjärvi; Minna Isomursu; Jonna Häkkilä | |||
| The informational and instrumental portabilities of mobile devices have made
the devices appropriable in various contexts and for various uses. This, then,
leads us to ask -- how does the always-on usage impact our day-to-day lives?
Extensive investigations were carried out to uncover sociotechnical
configurations, appropriations, and negotiations developed to combat perpetual
technological availability. Based on the findings, we developed three
prototypes, which utilize context-awareness to promote increased sociability,
stress relief, and reduced intrusiveness. In this paper, we report on the user
investigations, design conception, prototypes, evaluations, and broader
learnings. Keywords: context-aware, informational boundaries, mobile devices, social aspects of
mobile phones, urban computing | |||
| Dilemmas in situating participation in rural ways of saying | | BIBAK | Full-Text | 145-152 | |
| Nicola Bidwell; Dianna Hardy | |||
| We reflect upon participation in design processes by people who emphasise
'primary orality', or direct, face-to-face, unmediated communication, due to
their rural locations in places with low technology ambiance and cultural
antecedents. We focus on issues and relationships between rural contexts and
primary orality of relevance to our projects with Indigenous people in regional
Australia and villagers in remote rural South Africa. We observe dilemmas as we
apply methods, which are informed by ethnomethodology, ethnography and
Participatory Design, in enabling local participation, such as intrusive
recording practices, concerns about power structures and appropriate investment
of time. Keywords: indigenous culture, rural, technology probes | |||
| Designing spatial story-telling software | | BIBAK | Full-Text | 153-160 | |
| J. Turner; David Browning | |||
| What does it mean when we design for accessibility, inclusivity and
"dissolving boundaries" -- particularly those boundaries between the design
philosophy, the software/interface actuality and the stated goals? This paper
is about the principles underlying a research project called 'The Little Grey
Cat engine' or greyCat. GreyCat has grown out of our experience in using
commercial game engines as production environments for the transmission of
culture and experience through the telling of individual stories. The key to
this endeavour is the potential of the greyCat software to visualize worlds and
the manner in which non-formal stories are intertwined with place. The
apparently simple dictum of "show, don't tell" and the use of 3D game engines
as a medium disguise an interesting nexus of problematic issues and questions,
particularly in the ramifications for cultural dimensions and participatory
interaction design. The engine is currently in alpha and the following paper is
its background story. In this paper we discuss the problematic, thrown into
sharp relief by a particular project, and we continue to unpack concepts and
early designs behind the greyCat itself. Keywords: computer games, interaction design, participatory design, place, spatiality | |||
| Scroll, tilt or move it: using mobile phones to continuously control pointers on large public displays | | BIBAK | Full-Text | 161-168 | |
| Sebastian Boring; Marko Jurmu; Andreas Butz | |||
| Large and public displays mostly provide little interactivity due to
technical constraints, making it difficult for people to capture interesting
information or to influence the screen's content. Through the combination of
largescale visual output and the mobile phone as an input device, bidirectional
interaction with large public displays can be enabled. In this paper, we
propose and compare three different interaction techniques (Scroll, Tilt and
Move) for continuous control of a pointer located on a remote display using a
mobile phone. Since each of these techniques seemed to have arguments for and
against them, we conducted a comparative evaluation and discovered their
specific strengths and weaknesses. We report the implementation of the
techniques, their design and results of our user study. The experiment revealed
that while Move and Tilt can be faster, they also introduce higher error rates
for selection tasks. Keywords: accelerometers, cursor control, fatigue, input techniques/mappings, optical
flow, target acquisition | |||
| TableMouse: a novel multiuser tabletop pointing device | | BIBAK | Full-Text | 169-176 | |
| Andrew Cunningham; Ben Close; Bruce H. Thomas; Peter Hutterer | |||
| This paper introduces the TableMouse, a new cursor manipulation interaction
technology for tabletop computing, specifically designed to support multiple
users operating on large horizontal displays. The TableMouse is a low-cost
absolute positioning device utilising visually-tracked infrared light emitting
diodes for button state, 3D position, 1D orientation, and unique identification
information. The supporting software infrastructure is designed to support up
to 16 TableMouse devices simultaneously, each with an individual system cursor.
This paper introduces the device and software infrastructure and presents two
applications exposing its functionality. A formal benchmarking was performed
against the traditional mouse for its performance and accuracy. Keywords: collaboration, collocation, device, interaction | |||
| Exploring new window manipulation techniques | | BIBAK | Full-Text | 177-183 | |
| David Ahlström; Jürgen Großmann; Susanne Tak; Martin Hitz | |||
| Moving and resizing desktop windows are frequently performed but largely
unexplored interaction tasks. The standard title bar and border dragging
techniques used for window manipulation have not changed much over the years.
We studied three new methods to move and resize windows. The new methods are
based on proxy and goal-crossing techniques to eliminate the need of long
cursor movements and acquiring narrow window borders. Instead, moving and
resizing actions are performed by manipulating proxy objects close to the
cursor and by sweeping cursor motions across window borders. We compared these
techniques with the standard techniques. The results indicate that further
investigations and redesigns of window manipulation techniques are worthwhile:
all new techniques were faster than the standard techniques, with task
completion times improving more than 50% in some cases. Also, the new resizing
techniques were found to be less error-prone than the traditional
click-and-drag method. Keywords: novel interaction techniques, window management, window moving, window
resizing | |||
| Zoofing!: faster list selections with pressure-zoom-flick-scrolling | | BIBAK | Full-Text | 185-192 | |
| Philip Quinn; Andy Cockburn | |||
| The task of list selection is fundamental to many user interfaces, and the
traditional scrollbar is a control that does not utilise the rich input
features of many mobile devices. We describe the design and evaluation of
zoofing -- a list selection interface for touch/pen devices that combines
pressure-based zooming and flick-based scrolling. While previous flick-based
interfaces have performed similarly to traditional scrolling for short
distances, and worse for long ones, zoofing outperforms (and is preferred to)
traditional scrolling, flick-based scrolling, and OrthoZoom. We analyse
experimental logs to understand how pressure was used and discuss directions
for further work. Keywords: flicking, list selection, pressure, scrolling, zooming | |||
| The social life of visualization | | BIBAK | Full-Text | 193-200 | |
| Hugh Macdonald; Jeremy Yuille; Reuben Stanton; Stephen Viller | |||
| In this paper we reframe the creation of information visualizations as a
kind of interface design, where visualizations provide people with an interface
onto a dataset in such a way that they can generate, understand, and ultimately
communicate interpretations of the data in the form of narratives to other
members of given social settings. The paper describes a three stage create --
interpret -- capture process [Figure 1] for the design of information
visualizations. The work references existing interaction design patterns,
interfaces, and theories of organizational behaviour that serve to illustrate
the approach we have used. Keywords: information visualization, interaction design patterns, object-centred
social networks | |||
| Using emotion eliciting photographs to inspire awareness and attitudinal change: a user-centered case study | | BIBAK | Full-Text | 201-207 | |
| Christian Martyn Jones; Claudia Baldwin | |||
| Photographs can be used to elicit an emotional response in the viewer to
promote attitudinal change. The paper considers the types of photographs which
can elicit the strongest impact on viewers and uses a case study of the Mary
River Dam. The Queensland government is proposing to dam the Mary River, whilst
the Save the Mary River group has been running a campaign against the proposed
dam using images of the community and landscape in its protest materials and
website. This paper reports on a project to understand which types of images
provided by the Save the Mary River group elicit the strongest impact on
viewers to inspire support for their protest, and how and why these images can
increase awareness around the issues of the proposed dam as a solution to water
needs. Keywords: interactive media, photovoice, user-centered design, visual research | |||
| CO2nfession: engaging with values through urban conversations | | BIBAK | Full-Text | 209-216 | |
| Tuck W. Leong; Martin Brynskov | |||
| It has been suggested that future directions of HCI would need to place
human values at its core. One approach towards this complex endeavor is to
build an understanding of these values through examining systems designed to
address them. This paper focuses on an urban installation --
CO2nfession/CO2mmitment -- that deals with one such (societal)
value: environmental sustainability. Designed to solicit personal opinions
about climate change, we found the 'confessional' aspect of the installation
encouraged strong reflexivity amongst 'users' with regards to this value and
precipitated personal considerations about future actions. More importantly
this reflexivity exposes people's lived and felt experiences about this
societal value, unearthing their ambivalences, hindrances but also motivations.
This installation highlights an alternate approach that can complement current
efforts without taking a 'big stick' approach. Instead, urban media
technologies can be harnessed to engage people with this value on their own
terms, through encouraging conversations and supporting reflexivity. Keywords: interaction design, reflexivity, urban media technology, user-generated
video, values | |||
| SmartGardenWatering: experiences of using a garden watering simulation | | BIBAK | Full-Text | 217-224 | |
| Jon Pearce; Wally Smith; Bjorn Nansen; John Murphy | |||
| SmartGardenWatering is an innovative software tool that advises gardeners on
watering schedules and watering use. In this paper we investigate how expert
and novice gardeners respond to advice from this piece of computer software. Do
they readily accept it and adapt their activities accordingly, or do they
override it with their own local knowledge? We describe the project to develop
the simulation, including the design of the user interface, and a study of 20
gardeners using the tool. The focus of the study was to identify factors in the
design of the software that influence how well it might intervene in ongoing
gardening practice. The findings focus on what brings confidence or a lack of
trust in the underlying horticultural model and its application to a particular
garden. Finally, we consider how these findings might inform ongoing
development of the software. Keywords: interaction design, simulation, sustainability, water | |||
| Evaluating reading and analysis tasks on mobile devices: a case study of tilt and flick scrolling | | BIBAK | Full-Text | 225-232 | |
| Stephen Fitchett; Andy Cockburn | |||
| Flick scrolling is a natural scrolling method for mobile touch devices such
as the iPhone™. It is useful not only for its performance but perhaps
even more so for its ease of use and user experience. Tilt scrolling instead
uses the device's tilt to determine the rate of scrolling, which offers several
potential interaction advantages over touch sensitive alternatives: scrolling
can be achieved without occluding a large proportion of the screen with a hand,
finger, or thumb; it frees drag input events for other important actions such
as text selection and drag-and-drop; and it works regardless of the hand's
state (e.g. moist or gloved). Although previously described, the performance of
tilt scrolling has not been compared to flick scrolling, which is now the state
of the art. Furthermore, it is unclear how such an empirical comparison should
be conducted. To better understand interaction with mobile scrolling, we
propose a new method of evaluating scrolling interfaces in the context of
reading or analysis tasks. These activities typically involve slow subtle
scroll movements rather than large movements typical investigated in most
scrolling evaluations. We use this method to thoroughly compare flick scrolling
and tilt scrolling. We show that tilt scrolling results in better performance
for tasks performed while stationary while there is no significant difference
while moving. However, we find that participants prefer flick scrolling and
walk faster when completing moving tasks with flick scrolling than tilt
scrolling. Keywords: accelerometer, flick scrolling, mobile device, tilt scrolling | |||
| The usability of usability guidelines: a proposal for meta-guidelines | | BIBAK | Full-Text | 233-240 | |
| Stefan Cronholm | |||
| This paper is challenging the usability of traditional usability guidelines.
The claim is that guideline descriptions and explanations are not satisfactory.
Analysis results demonstrate vagueness and are ambiguous in explanation. The
aim of the paper is to propose a set of principles (meta-guidelines) to be used
for improving the usability of guidelines. Keywords: usability criteria, usability guidelines, usability principles | |||
| Window Watcher: a visualisation tool for understanding windowing activities | | BIBAK | Full-Text | 241-248 | |
| Susanne Tak; Andy Cockburn | |||
| Almost all actions on a computer are mediated by windows, yet we know
surprisingly little about how people coordinate their activities using these
windows. Studies of window use are difficult for two reasons: gathering
longitudinal data is problematic and it is unclear how to extract meaningful
characterisations from the data. In this paper, we present a visualisation tool
called Window Watcher that helps researchers understand and interpret low level
event logs of window switching activities generated by our tool PyLogger. We
describe its design objectives and demonstrate ways that it summarises and
elucidates window use. Keywords: data visualisation, longitudinal analysis, window management, window
switching | |||
| Metaphor or diagram?: comparing different representations for group mirrors | | BIBAK | Full-Text | 249-256 | |
| Sara Streng; Karsten Stegmann; Heinrich Hußmann; Frank Fischer | |||
| This paper aims at answering the question how ambient displays can be used
as group mirrors to support collaborative (learning) activities. Our research
question is to what extent the type of feedback representation affects
collaborative processes. Two different representations have been created and
compared in a user study: a diagram and a metaphor. In the diagram version the
quality rating for each person is explicitly shown in charts and numbers. In
the metaphorical representation feedback is implicitly visualized by changing
certain characteristics of a pictorial scene. The results show that the
metaphoric group mirror was not only more popular than the diagram, it also had
a greater impact on the group behavior. When receiving negative feedback from
the metaphoric group mirror, a correction of behavior was made significantly
faster than with the diagram. Furthermore, both group mirrors had a positive
effect on the self-regulation of the group compared to the baseline condition
without feedback. Keywords: ambient display, collaborative learning, group mirror, metaphor | |||
| Designing participation in agile ridesharing with mobile social software | | BIBAK | Full-Text | 257-260 | |
| Margot Brereton; Paul Roe; Marcus Foth; Jonathan M. Bunker; Laurie Buys | |||
| Growing participation is a key challenge for the viability of sustainability
initiatives, many of which require enactment at a local community level in
order to be effective. This paper undertakes a review of technology assisted
carpooling in order to understand the challenge of designing participation and
consider how mobile social software and interface design can be brought to
bear.
It was found that while persuasive technology and social networking approaches have roles to play, critical factors in the design of carpooling are convenience, ease of use and fit with contingent circumstances, all of which require a use-centred approach to designing a technological system and building participation. Moreover, the reach of technology platform-based global approaches may be limited if they do not cater to local needs. An approach that focuses on iteratively designing technology to support and grow mobile social ridesharing networks in particular locales is proposed. The paper contributes an understanding of HCI approaches in the context of other designing participation approaches. Keywords: agile ride-sharing, carpooling, community, designing participation, dynamic
ride-sharing, green, intelligent transport, local, locales, localisation,
localization, participatory design, sustainable, user-centred design | |||
| Using a multi-touch tabletop for upper extremity motor rehabilitation | | BIBAK | Full-Text | 261-264 | |
| Michelle Annett; Fraser Anderson; Darrell Goertzen; Jonathan Halton; Quentin Ranson; Walter F. Bischof; Pierre Boulanger | |||
| Millions of people in Canada have impairments that result in a loss of
function and directly affect their ability to carry out activities of daily
living. Many individuals with disabilities enter into rehabilitation programs
to improve their motor functioning and quality of life. Currently, many of the
activities and exercises that are performed are monotonous, uninteresting, and
do not inspire patients to perform to the best of their abilities. The usage of
traditional exercises can also make it difficult for therapists to objectively
measure and track patient progress. The integration of highly interactive and
immersive technologies into rehabilitation programs has the potential to
benefit both patients and therapists. We have developed a multi-touch tabletop
system, the AIR Touch, which combines existing multi-touch technologies with a
suite of new rehabilitation-centric applications. The AIR Touch was developed
under the guidance of practicing occupational therapists. Keywords: interactive surface, motor rehabilitation, multi-touch tabletop,
occupational therapy, patient progression | |||
| Development of a software-based social tutor for children with autism spectrum disorders | | BIBAK | Full-Text | 265-268 | |
| Marissa Milne; David Powers; Richard Leibbrandt | |||
| This work in progress aims to investigate the potential for using autonomous
virtual agents as social tutors for children with autism through the
development of a prototype software program. Existing studies have investigated
the use of human controlled virtual agents for social skills development and
autonomous virtual agents for language development, both achieving positive
outcomes. The virtual agent component of this, known as the Thinking Head, has
a lifelike appearance and ability to model realistic facial expressions that
lends it to this application. The evaluation component of this project will
examine the children's ability to recognize particular facial expressions and
choose appropriate social actions to take before and after a short interaction
with the social tutor. Additionally, the evaluation investigates the children's
thoughts about their experience with the virtual agent. The outcome of this
project will provide insights for the potential of this approach and provide
direction for future research and development. Keywords: ASD, autism, autonomous, virtual agent, virtual tutor | |||
| SOFA: an online social network for engaging and motivating families to adopt a healthy lifestyle | | BIBAK | Full-Text | 269-272 | |
| Nilufar Baghaei; Jill Freyne; Stephen Kimani; Greg Smith; Shlomo Berkovsky; Dipak Bhandari; Nathalie Colineau; Cecile Paris | |||
| Overweight and obesity have become a global epidemic and are increasing
rapidly. Previous research has shown that providing social support and family
support has profound roles on the weight management of individuals. However,
the support provided by online health communities is outside the family context
and is targeted at individuals. We are proposing SOFA (SOcial FAmily), an
online social networking system aimed to engage and motivate families to adopt
a healthy lifestyle through exposure to educational information on diet
exercise and a range of other healthy living information. In this paper, we
describe SOFA's features, the research questions that we are investigating and
some preliminary results from a live deployment. The results showed that adding
a social layer can considerably increase user engagement with static
educational content and showed that the provision of family based profiles
reduced the activity levels of individual family members when compared to those
with individual profiles. Keywords: family health care, social networks, user engagement | |||
| Physical activity motivating games: you can play, mate! | | BIBAK | Full-Text | 273-276 | |
| Shlomo Berkovsky; Jill Freyne; Mac Coombe; Dipak Bhandari; Nilufar Baghaei | |||
| Contemporary lifestyle is becoming increasingly more sedentary: a little
physical activity and much sedentary activity. The nature of sedentary activity
is self-reinforcing, such that increasing physical and decreasing sedentary
activity is difficult. Rather than trying to motivate users to reduce the time
spent on sedentary activity, we focus on integrating physical activity into the
sedentary activity of computer games playing through a novel game design. Our
design leverages engagement with games in order to motivate users to perform
physical activity, as part of the sedentary playing, by offering game rewards
in return for physical activity performed. In this work we report on an initial
user study of our game design applied to the open source Neverball game. We
motivated users (in this case children) to perform physical activity by
reducing the time allocated to perform tasks and captured their activity
through accelerometers configured to recognise jumping movements. Findings
showed that users performed more physical activity and decreased the amount of
sedentary time when playing the active version of Neverball, while not
reporting a decrease in perceived enjoyment of playing. Keywords: behavioural change, game design, motivation, physical activity, serious
games, user study | |||
| Technological approaches to promoting physical activity | | BIBAK | Full-Text | 277-280 | |
| Julie Maitland; Katie A. Siek | |||
| This paper reflects on the HCI community's current and potential
contributions to the problem of promoting physical activity. It does so by
first presenting a conceptual overview of existing research, and then draws
from the findings of a study of attitudes towards health and health-related
behaviour to frame a critical review of the current state of the art. In doing
so, we identify an area of outstanding need and opportunity for future
research: conveying the value of physical activity to those unconvinced of its
importance. Keywords: low-income, persuasive technology, physical activity | |||
| Utilising the open channel created by telecare: acoustic communication analysis of radio sounds at home | | BIBAK | Full-Text | 281-284 | |
| Hanif Baharin; Ralf Mühlberger | |||
| Since policy makers are advocating telecare as a popular solution for the
aging society, it is expected that sooner or later many homes will have an
always-on open channel as the result of telecare technology usage. Our previous
studies have shown that this channel can be tapped to provide the feeling of
presence of loved ones without the exchange of content. In this paper, the idea
is discussed further by analysing the meaning of radio sounds at home from the
perspectives of Acoustic Communication Theory. The analysis justifies the need
to further explore the use of meaningful environmental sound objects in a
domestic setting to negate 'social silence', by giving an example of a possible
design. Keywords: acoustic communication theory, radio sounds, telecare | |||
| Working towards an open source design approach for the development of collaborative design projects | | BIBAK | Full-Text | 285-288 | |
| Natalie Ebenreuter | |||
| At its core the act of designing begins with an idea that develops over time
to shape the creation of a product or service that meets a distinct purpose.
Characteristically, a select group of designers, key stakeholders and possibly
end-users of a product work together to facilitate the design process. However,
if understood with respect to the development of an open source project, open
design projects can potentially involve any number of global participants that
contribute to the online development of a product's voluntary advancement.
In this paper I consider if the concept of open source development can be extended to collaborative interaction design practices. In doing so, I argue that effective open design processes for designing interactive experiences need to be developed and propose a way in which online communication tools and rationale instances can be used to share the iterative direction of open design decisions. Keywords: design decisions, open design, open source development, rationale instances | |||
| 'Coalesce': a web-based tool for sensemaking | | BIBAK | Full-Text | 289-292 | |
| Brendan Ryder; Terry Anderson | |||
| Sensemaking is an ill-defined, iterative and complex activity concerned with
the way people approach the process of collecting, organizing and creating
representations of information. The user needs to be supported in two cognitive
tasks: 'representation construction', which involves finding an appropriate
structure to aid sensemaking and 'encoding', which is populating that structure
with meaningful information. Much work has been completed in the area of
encoding, but the forms of representation construction and how they can be
better supported in software requires further investigation.
This paper reports on the design, implementation and evaluation of a web-based sensemaking tool called Coalesce. It tightly integrates search facilities with the representation construction task through the SenseMap -- an innovative interactive hierarchical mechanism for displaying, structuring and storing selected information. Results from controlled experiments indicate that Coalesce enhances users' searching, gathering and organizing tasks when compared to a standard browser and word processor combination, but without imposing an additional cognitive load. Keywords: personal information management, representation construction, sensemaking,
tagging | |||
| Lenders, borrowers and fellows: personal narrative and social entrepreneurship in online microfinance | | BIBAK | Full-Text | 293-296 | |
| Jolynna Sinanan | |||
| Online microfinance promotes and encourages entrepreneurship as well as
creating informal relationships between lenders and clients using social
networking technologies. While much of the existing literature describes the
quantitative success of online microfinance, little attention has been given to
the social processes through which this has been achieved. This short
discussion will take an interdisciplinary approach, focusing on the role of
narrative production in facilitating relationships between online lenders in
more affluent countries and client entrepreneurs in developing countries, using
experience drawn from initial fieldwork conducted in Cambodia. Better
understanding the relationships between online lenders, clients and the
intermediaries who document the activities of client entrepreneurs may be
useful in the design, modification or implementation of effective technologies
to better enable all actors in the delivery of online microfinance services. Keywords: online microfinance, reflective HCI, social entrepreneurship, social
networks | |||
| Truce in online games | | BIBAK | Full-Text | 297-300 | |
| Mitchell Harrop | |||
| This paper reports on the preliminary findings of a study examining the
nature of rules in the online multiplayer game modification Defense of the
Ancients (DotA). It was found that players use numerous truce calls
(categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or
the maintenance of 'fair play' in a game. The possibility of providing feedback
on the use of truce calls to developers as part of the design process is also
considered. Keywords: DotA, defense of the ancients, game studies, rules | |||
| User interaction with novel web search interfaces | | BIBAK | Full-Text | 301-304 | |
| Hilal Ali; Falk Scholer; James A. Thom; Mingfang Wu | |||
| Search result organisation and presentation is an important component of a
Web search system, it can have a substantial impact on the ability of users to
find useful information. In this study we compare the effectiveness of three
publicly available search interfaces for supporting navigational search tasks.
The three interfaces vary primarily in the proportion of visual versus textual
cues that are used to display a search result. Our analysis shows that users'
search completion time varies greatly among interfaces, and an appropriate
combination of textual and visual information leads to shortest search
completion time and the least number of wrong answers. Keywords: eye tracking, search result presentation, web search interfaces | |||
| MUSTe method for quantifying virtual environment training system efficacy | | BIBAK | Full-Text | 305-308 | |
| Dawei Jia; Asim Bhatti; Saeid Nahavandi | |||
| In the current era increased attention and interest of utilizing advanced
computer technologies for training and education at all managerial levels and
functional areas is apparent. One of such technologies, virtual environment
(VE), is perceived to be effective in enhancing human abilities to learn
abstract concept and complex procedural tasks. Despite its adaptation for
training and fast-paced technological advancements, ways in which to evaluate
efficacy of such technology are unclear. We have approached this problem by
developed a new evaluation method focus on cognitive, affective and skill-based
learning dimensions, based on traditional usability evaluation methods but
tailored to specifically suit for the quantification of 3D VE system. We first
describe the construct of the new method and then report a study utilizing the
method in the context of quantifying a VE efficacy in an object assembly task.
At last, we discuss the implications of such a method. Keywords: efficacy, human-virtual environment interaction (HVEI), training evaluation,
user experience | |||
| Having fun at home: interleaving fieldwork and goal models | | BIBAK | Full-Text | 309-312 | |
| Sonja Pedell; Tim Miller; Frank Vetere; Leon Sterling; Steve Howard; Jeni Paay | |||
| We aim to make sense of a perplexing human experience (fun) as it occurs in
a recently discovered place for socio-technical study (the home). Our toolkit
includes technology probes, associated fieldwork and models from software
engineering. We describe how we interleave the probes and models. As the work
will please neither modeling nor fieldwork purists, we enunciate the benefits
of our ambidextrous approach. Keywords: agent-oriented modelling, domestic domain, fieldwork, probes, quality goals | |||
| Towards an ethical interaction design: the issue of including stakeholders in law-enforcement software development | | BIBAK | Full-Text | 313-316 | |
| Patrick G. Watson; Penny Duquenoy; Margaret Brennan; Matt Jones; James Walkerdine | |||
| In the public sector (particularly in the UK in light of recent reforms i.e.
the Local Government Act 2000, etc.) a greater degree of accountability and
public involvement or intervention has become the norm in public infrastructure
projects, partially under the rubric of "stakeholder engagement". This paper
seeks to discuss public involvement in a law-enforcement technology (Isis),
which operates on a covert basis in the detection and prevention of child abuse
activities across a number of social networking facilities. Our contribution to
the development of Isis is to perform an ethics centered consultation process
with stakeholders who will contribute to the design and deployment of the end
software package. To that end, we have sought to develop a "Modified
Participatory Design" approach, utilizing the knowledge gained from the HCI
community with regards to more traditional design projects and adapting this
body of work to questions of ethics, privacy, corporate and civic
responsibility, monitoring and awareness issues, etc. in an effort to create a
fluid and agile communication process between stakeholders and designers, thus
taking account of the ethical issues around Isis as design occurs. Keywords: ethics centred development, new public management, participatory design,
socio-technical considerations, stakeholder engagement | |||
| The emergence of the indigenous field of practice: factors affecting Australian Indigenous household ICT adoption | | BIBAK | Full-Text | 317-320 | |
| Peter Radoll | |||
| This paper examines the factors affecting adoption of Information and
Communication Technologies (ICTs) in Australian Indigenous households in a
rural context. Drawing on the sociological notion of structure and agency it is
argued that being engaged in external fields influences Indigenous household
ICT adoption. In this paper, a conceptual schema is developed by drawing on
Bourdieu's theory of habitus to explain the low uptake of ICTs in Indigenous
households in Australia. The research illustrates the value of habitus to
understand ICT adoption from a rural Australian Indigenous perspective. Case
analysis suggests that this research has practical and policy implications. Keywords: ICT adoption, habitus, household, indigenous, motivations, theory of
practice | |||
| Navigating the labyrinth: the technical trials and misadventures of bringing virtual worlds into a government secondary school | | BIBAK | Full-Text | 321-324 | |
| Stefan Schutt; John Martino; Dale Linegar | |||
| In this paper we present the technical obstacles encountered by a project
team seeking to embed virtual world-based activities in a government high
school. In doing so we outline a number of broader issues connected with
working with proprietary technologies, access and equity, working with IT
bureaucracies and systems, and engaging disadvantaged young people. Keywords: Second Life, access, digital divide, disadvantage, engagement, equity,
virtual worlds | |||
| Collaborating with users: cultural and (I)literacy challenges | | BIBAK | Full-Text | 325-328 | |
| Janni Nielsen; Mads Bødker | |||
| With the development of the global market, users become a competitive factor
since successful diffusion of IT systems lie with them. However, users have
different IT competences and they are embedded within cultures. These are two
central challenges that must be addressed in the development of HCI techniques
and tools suitable for handling the complexity of designing for users across
cultures. User-Centered Design is a first step, and for this paper we frame it
specifically within the Scandinavian IS tradition to ensure direct
participation by -- and cooperation with -- users through all phases of the
design process. This approach serves as the basis for conceptual and
experimental work-in-progress in our VisionLab. We describe the different
techniques we are exploring, the essentials of which are to work with users in
open dialogue. We point out that when working across cultures, virtually
mediated cooperation with users is the next challenge, and conclude by
sketching two digital techniques for virtual cooperative design using digital
media and how they could be useful. Keywords: UCD, collaboration, culture, design, user research, users, virtual tools,
visionlab | |||
| A study of email and SMS use in rural Indonesia | | BIBAK | Full-Text | 329-332 | |
| Dean M. G. Hargreaves; Toni Robertson | |||
| This paper describes a two-year research study that piloted and evaluated
the use of low-cost, low-bandwidth Information and Communications Technology
(ICT) to support meetings between agricultural researchers and farmers in rural
Indonesia and researchers in Australia. We found that the primary constraints
to ICT use in rural Indonesia are rarely technical, but rather relate to the
knowledge, social and economic systems within which they are used. This study
revealed how different local appropriations of email and mobile phone SMS
clash, which often resulted in misunderstanding, frustration and reduced team
cohesion and performance. This research contributes to understanding the role
of ICT to enhance social inclusion of those in remote parts of developing
countries. Keywords: ICT4D, Indonesia, action research, developing countries, low-bandwidth,
low-cost, systems thinking and practice | |||
| Experimenting with the use of persona in a focus group discussion with older adults in Malaysia | | BIBAK | Full-Text | 333-336 | |
| Syariffanor Hisham | |||
| Eliciting user-requirements from older adults -- especially amongst
non-users -- can be challenging. This is due to the fact that older adults are
varied in term of their functional abilities and experience with technology.
The common User-centered design (UCD) techniques such as focus group and
interviews were found to be less effective with older adults. Inspired by the
benefits of persona in enhancing designer's attention through narrative and
storytelling, the study reported in this paper tested persona as a
communication tool in a focus group discussion with older adults in Malaysia.
The study was carried out to gather Malaysian older adults' needs and
requirements for the development of a prototype email application. Findings and
feedbacks from the study shows that persona can be a potential technique to be
applied in working with older adults. The use of persona in a focus group
discussion does not only benefit the researchers and designers but also the
participants -- particularly in building interest among non-users to embrace
computers. Keywords: focus group, older adults, persona, user requirement gathering | |||
| An examination of the knowledge barriers in participatory design and the prospects for embedded research | | BIBAK | Full-Text | 337-340 | |
| Miri Segalowitz; Margot Brereton | |||
| Participatory design has the moral and pragmatic tenet of including those
who will be most affected by a design into the design process. However, good
participation is hard to achieve and results linking project success and degree
of participation are inconsistent. Through three case studies examining some of
the challenges that different properties of knowledge -- novelty, difference,
dependence -- can impose on the participatory endeavour we examine some of the
consequences to the participatory process of failing to bridge across knowledge
boundaries -- syntactic, semantic, and pragmatic. One pragmatic consequence,
disrupting the user's feeling of involvement to the project, has been suggested
as a possible explanation for the inconsistent results linking participation
and project success. To aid in addressing these issues a new form of
participatory research, called embedded research, is proposed and examined
within the framework of the case studies and knowledge framework with a call
for future research into its possibilities. Keywords: embedded research, involvement, knowledge boundaries, participation,
participatory design | |||
| When three worlds collide: a model of the tangible interaction process | | BIBAK | Full-Text | 341-344 | |
| Marc Hermann; Michael Weber | |||
| The design of Tangible Interfaces has already evolved since the first
projects were developed. Frameworks and taxonomies have helped to understand
the field of Tangible Interaction. But nevertheless the mental models of the
interaction process with Tangible Interfaces seems to be surprisingly diverse.
In this paper we present a comprehensive and generic model for interaction with
the digital world through physical objects. Our goal is to model the complete
process of interaction, to analyse existing design approaches using the model,
and to gain a generic design aid for Tangible Interaction. Keywords: action research, design, tangible interaction | |||
| The pile of least effort: supporting lived document management practices | | BIBAK | Full-Text | 345-348 | |
| Paris Buttfield-Addison; Christopher Lueg; Jonathon Manning | |||
| This paper outlines early results from ethnographic research examining the
ways people organise and manage their personal documents in an office, with a
focus on people who engage in piling. The study encompassed in-depth interview
data, questionnaire data and explorations of technology prototypes with
participants. We build upon existing personal information management (PIM)
research and develop a framework to encompass the real world of paper document
management. In this paper, we highlight the challenges of being a piler, and
suggest how they might be remedied or alleviated through design considerations
for future support systems. Keywords: personal information management, situated practices | |||
| Passengers in the airport: artefacts and activities | | BIBAK | Full-Text | 349-352 | |
| Ben Kraal; Vesna Popovic; Philip J. Kirk | |||
| This study addresses the ordinary activities of passengers in airports.
Using observational techniques we investigated how passenger activities are
mediated by artefacts, in this the bags that people carry. The relationship
between passengers and their bags is shown to be complex and contingent on many
factors. We report on our early research in the airport and document an
emerging taxonomy of passenger activity. The significance of this research is
in the contribution made to an understanding of passenger activities which
could contribute to the design of future technologies for passenger
facilitation and to airport terminal design. Keywords: airport passengers, field work | |||
| Exploring virtual representations of physical artefacts in a multi-touch clothing design collaboration system | | BIBAK | Full-Text | 353-356 | |
| Jason Yang; Andrew Dekker; Ralf Muhlberger; Stephen Viller | |||
| This paper describes a pilot study that investigates how a multi-touch
system can support remote collaboration within the clothing design and
manufacturing industries. We first examine and discuss the existing
collaboration processes and issues found in the day-to-day operations of the
clothing industry. To further refine our understanding of what forms of
collaboration are important when discussing design and manufacturing
techniques, we conducted an ethnographic study with fashion design students.
Based on this background research, we designed, developed and evaluated a
multi-touch gestural prototype interface. We conclude with reflections on
whether collocated natural interactions can be extended remotely via
technology. Keywords: collaboration, gestural interface, multi-touch, observation, tangible
interface, user-centred design | |||
| Doing things backwards: the OWL project | | BIBAK | Full-Text | 357-360 | |
| Danielle Wilde; Kristina Andersen | |||
| The OWL project is inspired by Arthur C. Clarke's Third Law of Technology
Prediction: Any sufficiently advanced technology is indistinguishable from
magic. It consists of a series of open and speculative body-devices designed
without a pre-defined function and tested as design 'probes' in order to
ascertain their functionality. While the initial forms emerge from an
investigation of the body, their functionality are determined through use. The
project fuses fine art and contemporary design processes to arrive at ambiguous
outcomes whose functionality is being ascertained 'after the fact' through
interviews, or 'probing'. While not necessarily antidesign, the methodology
contrasts dramatically with traditional design processes, where the purpose and
broad functionality of 'that which is being designed' is usually known in
advance. It calls into question the validity of a traditional approach when
trying to design 'sufficiently advanced technology'. In this paper we present
our process and the theoretical scaffold that supports our underlying thinking.
Our field of concerns includes enchantment and ambiguity as resources for
design, encouraging 'magical thinking' and 'making strange'. Keywords: ambiguity, body objects, body worn devices, desires, enchantment, magical
thinking, making strange, participatory design, sculptural process | |||
| Visual melodies interactive installation for creating a relaxing environment in a healthcare setting | | BIBAK | Full-Text | 361-364 | |
| Amy Yi-Chun Chen; Bert Bongers; Rick Iedema | |||
| This short paper presents an overview of our Visual Melodies installation
through two of the themes we have created, the 'Sea Theme' and 'Night Sky
Theme'. Visual Melodies utilises sound and moving images with the aim of
inducing relaxation and stress relief. The key contribution of this project
will be to create a relaxing and supportive therapeutic environment for
visitors in healthcare settings. Participants will be able to sit on a sofa,
listen to the music and control the moving images and sounds using wireless
controllers. A computer programme has also been developed to interface sensors
with animations, allowing people to interact and play with the installation. Keywords: hospital, interactive installation, motion images, relaxation, therapeutic
environment, waiting room | |||
| Open in art, nature and emergence | | BIBAK | Full-Text | 365-368 | |
| Jennifer Seevinck; Ernest Edmonds | |||
| The interactive art system +-now is modelled on the openness of the natural
world. Emergent shapes constitute a novel method for facilitating this
openness. With the art system as an example, the relationship between openness
and emergence is discussed. Lastly, artist reflections from the creation of the
work are presented. These describe the nature of open systems and how they may
be created. Keywords: design, emergence, emergent shape, exploration, interactive art, nature,
open, reflection, sand, tangible user interface | |||
| FrostWall: a dual-sided situated display for informal collaboration in the corridor | | BIBAK | Full-Text | 369-372 | |
| Jesper Kjeldskov; Jeni Paay; Kenton O'Hara; Ross Smith; Bruce Thomas | |||
| FrostWall is designed to support collegial communication and collaboration
within a co-located work environment by facilitating and encouraging informal
information exchange in the corridors of a workplace using large situated
displays. FrostWall displays provide a flexible display area between the inside
of a private office workspace and the public corridor outside it. FrostWall
uses "frosting" of glass windows and partitions between private and public
workspaces in combination with projectors to create a display area that is
effectively dual-sided: readable and operable from both sides. In addition to
facilitating informal digital communication and information exchange between
co-workers, this situated display area also provides a venue for playfulness
and personal expression enhancing social cohesion between colleagues. FrostWall
is also a unique vehicle for future research into interaction design for
dual-sided interfaces. Keywords: dual-sided interface, informal collaboration, situated display, ubiquitous
computing | |||
| Unleashing creative writers: situated engagement with mobile narratives | | BIBAK | Full-Text | 373-376 | |
| Kevin Wiesner; Marcus Foth; Mark Bilandzic | |||
| The emergence of sophisticated multimedia phones in combination with
improvements to the mobile Internet provides the possibility to read texts and
stories on mobile handsets. However, the question is, how to adapt stories in
order to take advantage of the user's mobility and create an engaging and
appealing experience. To address these new conditions, a Mobile Narrative was
created and access to individual chapters of the story was restricted. Authors
can specify constraints, such as a location or time, which need to be met by
the reader if they want to read the story. This concept allows creative writers
of the story to exploit the fact that the reader's context is known, by
intensifying the user experience and integrating this knowledge into the
writing process. Interviews with authors and creative writers and two user
studies explored the effects of this way of writing on both parties. The paper
presents our preliminary research findings discussing this new experience that
was found to be exciting and interesting by both sides. Keywords: constraints, locative media, mobile interaction, mobile media, placed-based
community engagement, restrictions, urban informatics | |||
| Disposable maps: ad hoc location sharing | | BIBAK | Full-Text | 377-380 | |
| Jan Seeburger; Ronald Schroeter | |||
| The gathering of people in everyday life is intertwined with travelling to
negotiated locations. As a result, mobile phones are often used to rearrange
meetings when one or more participants are late or cannot make it on time. Our
research is based on the hypothesis that the provision of location data can
enhance the experience of people who are meeting each other in different
locations. This paper presents work-in-progress on a novel approach to share
one's location data in real-time which is visualised on a web-based map in a
privacy conscious way. Disposable Maps allows users to select contacts from
their phone's address book who then receive up-to-date location data. The
utilisation of peer-to-peer notifications and the application of unique URLs
for location storage and presentation enable location sharing whilst ensuring
users' location privacy. In contrast to other location sharing services like
Google Latitude, Disposable Maps enables ad hoc location sharing to actively
selected location receivers for a fixed period of time in a specific given
situation. We present first insights from an initial application user test and
show future work on the approach of disposable information allocation. Keywords: context sharing, location sharing, location tracking, location-based
services, privacy, urban informatics | |||
| Discussions in space | | BIBAK | Full-Text | 381-384 | |
| Ronald Schroeter; Marcus Foth | |||
| In-place digital augmentation enhances the experience of physical spaces
through digital technologies that are directly accessible within that space.
This can take place in many forms and ways, e.g., through location-aware
applications running on the individuals' portable devices, such as smart
phones, or through large static devices, such as public displays, which are
located within the augmented space and accessible by everyone. The hypothesis
of this study is that in-place digital augmentation, in the context of civic
participation, where citizens collaboratively aim at making their community or
city a better place, offers significant new benefits, because it allows access
to services or information that are currently inaccessible to urban dwellers
where and when they are needed: in place. This paper describes our work in
progress deploying a public screen to promote civic issues in public, urban
spaces, and to encourage public feedback and discourse via mobile phones. Keywords: locative media, mobile interaction, mobile media, place-based community
engagement, public screens, urban informatics | |||
| Edutainment in the field using mobile location based services | | BIBAK | Full-Text | 385-388 | |
| Christian Martyn Jones; Matthew Willis | |||
| The explorer project provides educational tours and activities to
schoolchildren using existing low cost technologies. The activities take place
in environmentally sensitive and remote locations and are based around a proven
curricula developed in collaboration with Queensland schools.
To undertake the activities, smart phones are provided to students that are pre-loaded with GPS driven software that guides them through each task. Tasks are triggered by the student's proximity to field locations (using GPS coordinates). Students are directed to observe, collect, analyse and report data by utilising the features of the device, such as the in built camera, location services, text, handwriting and sketch entry, and the audio and video capabilities of the device. Data collated by students is uploaded to a secure server on completion of the tasks. All data is made available to students via the server for inclusion in reports, assessment items and for sharing and blogging on social networking sites. The project will assess changes to learning outcomes, and student attitudes and values towards the environment, comparing the experience of students using the explorer device with traditional paper-based descriptions and reporting. Results of the explorer project will help inform the development of future location-based technologies for field-based education. Keywords: context and location awareness, education and HCI, remote environments,
smart phones | |||
| The exploration of non-visual interaction for social proximity applications in a Taiwanese night market | | BIBAK | Full-Text | 389-392 | |
| Chao-Lung Lee; Yun-Maw Cheng; Da Lee; Ming-Wei Lin; Li-Chieh Chen; Frode E. Sandnes | |||
| Social Proximity Applications (SPAs) has been an emerging hot topic in
recent mobile research communities. However, the traditional SPA interfaces
rely on heavy interaction load in visual attention. This is always problematic
when people are on the move. This paper describes our research-in-progress in
designing and developing a suitable SPA interface for the use in a night
market. Night markets embody a distinct cultural habitat for social life in
Taiwan. Visitors are continuously bombarded with surrounding information. The
results showed our non-visual interaction approach could be a successful means
in user interfaces in this type of situations. Keywords: collaborative communication support, gesture interaction, non-visual
interaction, proximity-based sharing, sociable experience sharing, tactile
displays, tactons | |||
| OurPlace: the convergence of locative media and online participatory culture | | BIBAK | Full-Text | 393-396 | |
| Jillian Hamilton | |||
| The trans-locative potential of the Internet has driven the design of many
online applications. Online communities largely cluster around topics of
interest, which take precedence over participants' geographical locations. The
site of production is often disregarded when creative content appears online.
However, for some, a sense of place is a defining aspect of creativity. Yet
environments that focus on the display and sharing of regionally situated
content have, so far, been largely overlooked.
Recent developments in geo-technologies have precipitated the emergence of a new field of interactive media. Entitled locative media, it emphasizes the geographical context of media. This paper argues that we might combine practices of locative media (experiential mapping and geo-spatial annotation) with aspects of online participatory culture (uploading, file-sharing and search categorization) to produce online applications that support geographically 'located' communities. It discusses the design considerations and possibilities of this convergence, making reference to an example, OurPlace 3G to 3D, which has to date been developed as a prototype. It goes on to discuss the benefits and potential uses of such convergent applications, including the co-production of spatial-temporal narratives of place. Keywords: digital story telling, geo-technologies, interaction design, locative media,
mobile, online video editing, participatory media | |||
| Be careful how you point that thing: Wiimote aiming for large displays | | BIBAK | Full-Text | 397-400 | |
| Chris Pelling; Torben Sko; Henry J. Gardner | |||
| Previous work demonstrated that the Wii Remote (Wiimote) can be used as a
control device for large displays by the use of multiple sensor bars. While
this work showed the system to perform quite successfully, the limited vertical
aiming range of the Wiimote was noted to be a shortcoming and, to address this
issue, an accelerated aiming technique was introduced. The present work extends
the study of Wiimote aiming for large displays by implementing two further
techniques that consider relative movements and clutching. User testing is
conducted and the results from all three techniques show that clutching
performed worst while the absolute and relative techniques could not be
statistically differentiated. Keywords: Wii remote, Wiimote, absolute, aiming, clutch, first-person-shooter, games,
interaction techniques, large displays, pointing, relative, virtual reality | |||
| My phone is my keypad: privacy-enhanced PIN-entry on public terminals | | BIBAK | Full-Text | 401-404 | |
| Alexander De Luca; Bernhard Frauendienst; Sebastian Boring; Heinrich Hussmann | |||
| More and more services are available on public terminals. Due to their
public location and permanent availability, they can easily fall victim to
manipulation. These manipulations mostly aim at stealing the customers'
authentication information (e.g. bank card PIN) to gain access to the victims'
possessions. By relocating the input from the terminal to the users' mobile
device, the system presented in this paper makes the authentication process
resistant against such manipulations. In principle, this relocation makes PIN
entry more complex, with a tendency to worse usability. In this paper, we
present the concept as well as an evaluation that has been conducted to study
the trade off between usability and security. The results show that users
apparently are willing to accept a certain increase of interaction time in
exchange for improved security. Keywords: PIN entry, mobile devices, privacy, security | |||
| Using brain imaging to explore interactivity and cognition in multimedia learning environments | | BIBAK | Full-Text | 405-408 | |
| Barney Dalgarno; Gregor Kennedy; Sue Bennett | |||
| Recent educational models of computer-based interactivity stress the
important role of a learner's cognition. It has been suggested that interactive
learning tasks carried out in the context of an authentic, problem-based
scenario will result in deeper elaborative cognitive processing leading to
greater conceptual understanding of the material presented. Research methods
that have been used to investigate cognition and learning have traditionally
included self-report questionnaires, focus groups, interviews and think-aloud
protocols and, more recently in computer-based settings, interaction log file
or 'audit trail' analysis. While all of these techniques help researchers
understand students' learning processes, all are limited in that they rely
either on self-report or behavioural information to speculate about the
cognitive activity of users. The use of functional brain imaging techniques has
the potential to address this limitation. Drawing on issues encountered during
a recent study using Functional Magnetic Resonance Imaging (fMRI), this paper
discusses the methodological issues involved in the use of these techniques for
exploring interactivity and cognition. Initial results comparing brain
activation when exploring an interactive simulation with brain activation when
using an equivalent tutorial program, for a single participant, are presented
in order to provide information about the feasibility of the proposed
methodological approach. Keywords: cognition, fMRI, functional brain imaging, interactivity, learning,
multimedia | |||
| Simple classification of walking activities using commodity smart phones | | BIBAK | Full-Text | 409-412 | |
| Zachary Fitz-Walter; Dian Tjondronegoro | |||
| People interact with mobile computing devices everywhere, while sitting,
walking, running or even driving. Adapting the interface to suit these contexts
is important, thus this paper proposes a simple human activity classification
system. Our approach uses a vector magnitude recognition technique to detect
and classify when a person is stationary (or not walking), casually walking, or
jogging, without any prior training. The user study has confirmed the accuracy. Keywords: accelerometer, activity classification, context-aware, mobile computing,
sensor technology, ubiquitous computing, user experience, user interface | |||
| Investigating political and demographic factors in crowd based interfaces | | BIBAK | Full-Text | 413-416 | |
| Tom Barker; M. Hank Haeusler; Frank Maguire; Jason McDermott | |||
| Techniques that enable groups of people to control or influence digital
system applications collectively have been greatly facilitated through the
emergence of faster and better image processing and sensing technologies. This
paper considers design issues that relate to crowd or group based user
interfaces. One key difference when comparing group interface design with
one-on-one user interfaces, is that a group format raises issues of digital
political determinism within the system algorithms. These include the impact of
an individual's weighting within the group; problems relating to inclusivity
across certain user groups; and communication of appropriate user interaction
to a diverse audience. These issues were explored by the authors' research
using an anamorphic, anthropomorphic experimental display screen in a public
location. An input mechanism was developed employing human facial expression
analysis, to deliver emotionally expressive visual feedback. Keywords: cybernetics, digital political determinism and anamorphic anthropomorphic
display, emotion recognition, image recognition, user interface design | |||
| Urban Kinesic: a gestural interface for the expression of emotions through bodily movements | | BIBAK | Full-Text | 417-420 | |
| Yeup Hur; Frank G. Feltham | |||
| This research through design project presents Urban Kinesic (UrK), a hand
held device that enables the expression of emotion through gestural dance
movement. Expressive body movement is another interaction and communication
channel in our analogue world. We know this from how a gesture can support
speech in a face-to-face conversation. To this end the authors firstly observed
how expressive movement is used in expressive dance. Findings from these
observations informed the design of the UrK, which is a curious electronic
device with a silicon skin. It communicates via Bluetooth with a network and
uses multi-modal channels such as haptics, vibration and heat transfer to
indicate its functional states. In use, the UrK is tracked using an
accelerometer to initiate sound modulations that accompany an expressive dance
movement. This paper gives an account of the design, development and initial
user findings of the UrK with a dance troupe, which reveals some interesting
initial insights into the expressive nature of the activity it enables, due to
its design. Keywords: context and location awareness, multi-sensory feedback system, social
expression and engagement, tangible user interaction design | |||
| Enhancement of human computer interaction with facial electromyographic sensors | | BIBAK | Full-Text | 421-424 | |
| Guillaume Gibert; Martin Pruzinec; Tanja Schultz; Catherine Stevens | |||
| In this paper we describe a way to enhance human computer interaction using
facial Electromyographic (EMG) sensors. Indeed, to know the emotional state of
the user enables adaptable interaction specific to the mood of the user. This
way, Human Computer Interaction (HCI) will gain in ergonomics and ecological
validity. While expressions recognition systems based on video need exaggerated
facial expressions to reach high recognition rates, the technique we developed
using electrophysiological data enables faster detection of facial expressions
and even in the presence of subtle movements. Features from 8 EMG sensors
located around the face were extracted. Gaussian models for six basic facial
expressions -- anger, surprise, disgust, happiness, sadness and neutral -- were
learnt from these features and provide a mean recognition rate of 92%. Finally,
a prototype of one possible application of this system was developed wherein
the output of the recognizer was sent to the expressions module of a 3D avatar
that then mimicked the expression. Keywords: EMG, Gaussian models, facial expressions | |||
| Introducing the OZCHI 24-hour design challenge | | BIBA | Full-Text | 425 | |
| Martin Tomitsch; Andrew Vande Moere; Jeremy Yuille | |||
| For the first time OZCHI was preceded by a student design challenge this year. In line with the conference theme the challenge was organised as two 24-hour events. The first event took place online before the conference. Students from around the world were invited to create a solution for a specific design problem within 24 hours. The top two entries received a travel scholarship for attending OZCHI 2009. The second 24-hour event takes place in Melbourne. All students attending the conference are invited to participate in this challenge. Entries are exhibited during the main conference and the winners will be determined based on audience voting. | |||
| Palmap: designing the future of maps | | BIBAK | Full-Text | 427-428 | |
| Philip Staud; Rui Wang | |||
| This paper introduces Palmap, which was designed and prototyped for the
OZCHI 2009 24 Hour Design Challenge. It presents a design concept how
navigation systems and maps could be used in the future. Background research
and semi-structured interviews have been conducted to assess current status and
to identify problems of maps and navigation. Palmap is an augmented reality
(AR) based concept that focuses on gesture-based interaction. This concept is
built on the assumption that, in the future, it will be possible to project
rich virtual visual information directly into the eye of the user. Interactions
would be possible with a virtual assistant and information projected on their
palm. Three distinct interactions are described, namely selecting an option,
displaying the 'next' and 'previous' options and a 'Total Immersion' function.
The evaluation of the concept showed that participants were excited about the
possibilities of this concept. Keywords: 24 hour design challenge, HCI, OZCHI24, augmented reality (AR), concept,
finger, gesture, maps, palm | |||
| StoryTime: experiencing place through history | | BIBAK | Full-Text | 429-430 | |
| Lorelei Kelly; Sarah Reeder; Xuan Wang; Susan Coleman Morse | |||
| In this paper, we present our vision of the future of maps. Story Time is a
system of geographically associated "stories" as told by the people who
experienced them. Story Time allows visitors to a location to explore a place
from a new perspective, providing insight into the lives of those who live
there. We focus on individual access to stories recorded by others, and present
Story Time through use of an e-paper interaction concept. Keywords: cartography, experience design, participatory mapping, psychogeography,
way-showing | |||
| Artography: mapping social experiences as public art | | BIBAK | Full-Text | 431-432 | |
| Tamara Chahine; Joanna Chang; Oliver Dawson; Ryo Yambe | |||
| This paper outlines our submission to the OZCHI 2009 24-hour online design
challenge. The goal of the project was to explore ways of enhancing user
engagement with current maps. For the purposes of the design challenge, the
concept was to be centred in the city of Melbourne. Our proposed map displays
user interactions with the city in a way that constructs points of interest
that are constantly changing based on these interactions. Displayed on a screen
in Melbourne's CBD, this map brings together everyday flows of movement within
the city and allows people to interact with the map using mobile devices. Keywords: 24-hour design challenge, maps, public art, public screen, tagging | |||