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OZCHI Tables of Contents: 919293949596980102030405060708091011121314

Proceedings of OZCHI'10, the CHISIG Annual Conference on Human-Computer Interaction

Fullname:Proceedings of OZCHI'10, the CHISIG Annual Conference
Note:design-interaction-participation
Editors:Margot Brereton; Stephen Viller; Ben Kraal
Location:Brisbane, Australia
Dates:2010-Nov-22 to 2010-Nov-26
Publisher:CHISIG
Standard No:ISBN 1-4503-0502-4, 978-1-4503-0502-0; ACM DL: Table of Contents hcibib: OZCHI10
Papers:89
Pages:462
Links:Conference Home Page | Conference Series Home Page
  1. Designing mobile experiences
  2. Interaction experiments
  3. Untangling complex design situations
  4. Engaging experiences
  5. Designing social experiences
  6. Design, build, test
  7. Evaluating interactive technologies 1
  8. Ageing and older people
  9. Methods bazaar 1
  10. Sustainable design
  11. What's in a name, or a password?
  12. Methods bazaar 2
  13. Evaluating interactive technologies 2
  14. Co-presence and remote collaboration
  15. Learning and searching
  16. Social and locational
  17. Interaction in communities
  18. Extended abstracts: invited papers
  19. Extended abstracts: Student design competition -- online challenge winners
  20. Demonstrations
  21. Extended abstracts: Doctoral consortium

Designing mobile experiences

User experience of smart phones in mobile journalism: early findings on influence of professional role BIBAFull-Text 1-4
  Heli Väätäjä
We used an online questionnaire in the end of a case study to explore whether and how professional role -- the role of a news journalist or a news photographer -- affects user experience of smart phones used for mobile news making. Fifteen participants assessed the pragmatic and hedonic qualities and an overall judgment of appeal of a smart phone based mobile journalism system. We found that photographers assessed the hedonic quality identification more negatively than journalists and a similar trend was found for hedonic quality stimulation. We did not find a statistically significant difference between the user groups for the perception of pragmatic qualities or overall judgment of appeal.
A survey on usage of mobile video in Australia BIBAFull-Text 5-8
  Wei Song; Dian Tjondronegoro
The growth of powerful entertainment functions of mobile devices, in particular mobile video, has recently attracted much attention. Studies on mobile TV, one form of mobile video, have been conducted in many countries. However, little research focuses on the holistic usage of mobile video. To understand the features of such usage, we conducted an online survey in Brisbane, Australia, during the first half of 2010. Our findings reveal similarities and diversities between usage of mobile TV in particular and mobile video on the whole.. The results could aid in improving the design of future studies, with a view to ultimately increase user satisfaction.
Designing for mobility: using a mixed ideation approach for mobile service concept BIBAFull-Text 9-12
  Xiantao Chen; Ying Liu; Xia Wang
Mobile services increasingly play important roles in everyday life Designing novel concepts for mobile service is facing several challenges in ideation methodology. This paper presents a mixed ideation approach that combines the improved brainstorming and in-situ role playing for exploring new mobile service concept. Based on the proposed ideation approach, designers can come up with ideas in a traditional way and enrich and polish them by using role playing as a way of involving users. A design case is presented in detail using the mixed ideation approach. Not only the design case shows in detail how the proposed approach is utilized but also the presented design results show its effectiveness.
On the implications of sense of control over bicycling: design of a physical stamina-aware bike BIBAFull-Text 13-16
  Chao-Lung Lee; Da Lee; Yun-Maw Cheng; Li-Chieh Chen; Wei-Chia Chen; Frode Eika Sandnes
Bicycling has become a mainstream activity among the environmental aware generation. Bicycling communities have gradually shown interests in quantitative data of the bicycling experiences such as road roughness, inclination, pollution, etc. Bikers utilize these data to infer the possible stamina cost and quality of surroundings. This supports them to make a better decision. This study assumes that fitness level indexed by stamina cost could enhance a biker's sense of control. The prototype in this paper was developed to provide stamina cost information, which is inferred from the terrain patterns of a biking route. In the system evaluation, participants took a positive attitude toward this prototype and approved the importance of stamina cost feedback. This paper also concluded several key issues about designing the stamina cost feedback system for bikers.
Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity BIBAFull-Text 17-20
  Kasper Løvborg Jensen; Rameshnath Krishnasamy; Vashanth Selvadurai
A pervasive persuasive game, PH. A. N. T. O. M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the game in the wild and investigate the persuasive nature of it.
Planning travel as everyday design BIBAFull-Text 21-24
  Dean M. G. Hargreaves; Toni Robertson
This paper examines the implications of conceptualising planning as a type of design activity. This is explored through results from a two-month field study that investigated the planning and decision making behaviour of people engaged in preparing for multipoint, international air travel. Planning travel is a type of ill-structured complex problem that is characterised as being temporally sporadic, sometimes synchronous, often asynchronous, frequently collaborative, and spatially varied with participants at different times co-located and in separate places. Research participants were professional travel agents and non-professional but experienced travel planners. Ancillary material collected included photographs of the planning situation and drawings and notes made by participants. In contrast to the formalised prescriptive planning models common in cognitive science and operations research, the everyday planning activity featured in this study is situated and naturalistic. This research is undertaken with a view to designing systems to support the design and decision making activity of travel planners.

Interaction experiments

A project restarting support system using the historical log of a user's window usage BIBAFull-Text 25-32
  Masaki Omata; Kei Ogasawara; Atsumi Imamiya
This paper proposes a project restarting support system using the historical log of window usage on a computer desktop. The system allows users to simultaneously reopen files associated with a main file by automatically detecting important windows and associated windows from a log. By using our system, users can manage windows in a project without having to manually group windows. We conduct an experiment to evaluate the system. The results indicate that the system can accurately identify as important windows the main files a user used for projects by clustering keyboard operation times on windows; it can also detect files associated with the main file without detection omissions by clustering window z values and visible representation ratios.
Interactive definition of single-user profiles for alerting systems BIBAFull-Text 33-40
  Doris Jung; Steve Jones
This paper introduces Graphical Profile Definition Language (GPDL), a language for the definition of profiles for alerting systems, and an interactive system with which users can construct and edit GPDL-based profiles. In an alerting system profiles define potentially complex conditions about which users wish to be notified. Most current approaches to supporting profile definition, such as those that require the use of XML/XPath, are unsuitable for the general user population. Others support only a limited set of possible profiles to reduce the complexity of the interface. GPDL overcomes these limitations, supporting users to graphically express arbitrarily complex profiles involving Boolean expressions and temporal constraints. The GPDL editor provides a direct manipulation environment in which profiles can be constructed in a dynamic and flexible manner.
   The paper also presents the findings of a user evaluation of the GPDL language and editor. With minimal training users were able to interpret and specify profiles with high levels of accuracy and had positive subjective responses to the language and user interface. Some aspects that were not readily understood by all users, such as absolute and repetitive temporal constraints, are discussed along with suggested future work.
Multitouch finger registration and its applications BIBAFull-Text 41-48
  Oscar Kin-Chung Au; Chiew-Lan Tai
We present a simple finger registration technique that can distinguish in real-time which hand and fingers of the user are touching the touchscreen. The finger registration process is activated whenever the user places a hand, in any orientation, anywhere on the touchscreen. Such a finger registration technique enables the design of intuitive multitouch interfaces that directly map different combinations of the user's fingers to the interface operations. In this paper, we first study the effectiveness and robustness of the finger registration process. We then demonstrate the usability of our finger registration method for two new interfaces. Specifically, we describe the Palm Menu, which is an intuitive dynamic menu interface that minimizes hand and eye movement during operations, and a virtual mouse interface that enables user to perform mouse operations in multitouch environment. We conducted controlled experiments to compare the performance of the Palm Menu against common command selection interfaces and the virtual mouse against traditional pointing devices.

Untangling complex design situations

Ethnographic video as design specs BIBAFull-Text 49-56
  Jacob Buur; Euan Fraser; Soila Oinonen; Max Rolfstam
Ethnographic video is used extensively in some industrial corporations to document field studies and to convey an understanding of what is 'out there' to HCI designers and developers of new technologies. The basic assumption is that ethnography through questioning the prevailing conceptions of 'users' and their practices can encourage development engineers to solve the right problems with socially sustainable solutions. However, engineering is solution-driven, with the currency of negotiation being requirement specifications and solution principles. While providing ethnographic insight and recommendations is surely ideal and appropriate in many cases, there are situations, in which a bolder engagement is called for to ensure an impact on the development process. In this paper we explore how video can function to initiate 'requirement specs' discussions rather than just as inspiration or field data. We investigate how video specs can support an engineering development process, and help set clear limitations for which solutions might work, and which might not, while retaining some of the richness of the field studies.
Heterogeneities and complexities in IS design: still a need to juxtapose organizational elements and design related ideas? BIBAFull-Text 57-64
  Kristoffer Røed
Designing sustainable information systems in healthcare organizations is difficult. Despite large efforts, many systems do not meet their expectations during implementation. While it is widely assumed that information systems are "tools" made to improve organizational outcomes, this paper suggests that successful implementations only are obtained when technology are able to juxtapose with existing organizational structures. The aim of the paper is to contribute with insight about how mutuality between technology and organizations can be realized. Empirically, the study is based upon electronic laboratory requests in healthcare.
The elephant in the room: ambiguity and temporary closure in a design process BIBAFull-Text 65-71
  Janni Nielsen; Mads Bødker
In this paper we challenge the Participatory Design practice of integrating lay perspectives and involving users in the design process. We do this by questioning the ways in which "asking", "participation", or "involvement" is practically staged. With the aim of exploring how ideas and concepts come to be or come to be rejected, and what is the role of materials in this process we report on an experimental workshop wherein student design teams work on a case. The study shows how design ideas and concepts are managed through the phase of idea generation and conceptualization. Design decisions are really oscillations between ambiguity and temporary closures or stabilizations. They are not forking paths of decisions that lead to possibilities that lead to rhetorical situations and so on. The paper shows the potential centripetal (i.e. centering and attention grabbing) force of materials in a design workshop.

Engaging experiences

Participatory design at the museum: inquiring into children's everyday engagement in cultural heritage BIBAFull-Text 72-79
  Christian Dindler; Ole Sejer Iversen; Rachel Smith; Rune Veerasawmy
We address the challenge of creating intersections between children's everyday engagement and museum exhibitions. Specifically, we propose an approach to participatory design inquiry where children's everyday engagement is taken as the point of departure. We base our discussion on a design workshop -- Gaming the Museum -- where a primary school class was invited to participate in exploring future exhibition spaces for a museum, based on their everyday use of computer games and online communities. We reflect on the results of the workshop, and broadly discuss the everyday engagement of children as point of departure for designing interactive museum exhibitions.
Projections on museum exhibits: engaging visitors in the museum setting BIBAFull-Text 80-87
  Ditte Amund Basballe; Kim Halskov
Using animation, text, and visual effects as elements of projections on the Danish rune stone, Mejlbystenen (the Mejlby stone), we have explored approaches to engaging museum visitors. The installation positions itself in the field of previous installations and experiments exploring projection on physical objects, but is unique in focusing on fusing the projection and the object in an engaging approach to communicating information at a cultural heritage museum. The Mejlby stone installation is now a permanent installation at a cultural and historical museum, and, based on observation as well as interviews of museum visitors, we have analysed how the installation supports sense-making, engaging conversations, and playful engagement.
Exploring playfulness in user experience of personal mobile products BIBAFull-Text 88-95
  Juha Arrasvuori; Hannu Korhonen; Kaisa Väänänen-Vainio-Mattila
User experience (UX) has been under extensive research in recent years. However, current UX models do not address in detail what the users' experiences are when they are interacting with products. In our research, this question is explored by evaluating personal products in everyday use. In the study, 21 participants reported their experiences by writing experience reports over a period of ten days. These reports were analysed with a set of playful experience categories which enabled us to articulate -- i.e., to identify and name -- the core experience in each report. We found three types of experience in the reports; interaction, context and product experiences. With regards to the playfulness, the results showed that playful experience categories can largely explain the UX of personal mobile products. Our findings will help UX research and experience-driven design to focus on the most pleasurable aspects of user experiences.

Designing social experiences

Designing technology for active spectator experiences at sporting events BIBAFull-Text 96-103
  Martin Ludvigsen; Rune Veerasawmy
This paper explores the active spectator experience at sporting events, by presenting and reflecting upon a design experiment carried out at a number of football events. The initial hypothesis of the design process, leading to the design experiment has been that the spectator experience is not merely an experience of receiving and consuming entertainment. It is also heavily reliant on the active participation of the spectator in creating the atmosphere of the entire event. The BannerBattle experiment provides interactive technology in sport arenas with a form of interaction based on existing behaviour in the context. The work presented also argues for a need to overcome the inclination to designing technological systems that imitate or compete with the experience of watching the television broadcast of the game. Experiments such as the presented BannerBattle are cornerstones in our exploratory research-through-design approach to designing technologies for social experiences.
Engagement networks in social music-making BIBAFull-Text 104-111
  Ben Swift; Henry Gardner; Alistair Riddell
Social music-making systems offer the possibility of accessible and engaging group experiences. In this paper we explore questions concerning the notion of 'engagement' in social music-making. In a recent user study of Viscotheque, an iPhone-based environment for group musical creativity, three different types of engagement were observed: individual, unilateral and bilateral. These results indicate that network-based approaches may be useful in analysing engagement relationships amongst participants in group music-making.
Who makes what sound?: supporting real-time musical improvisations of electroacoustic ensembles BIBAFull-Text 112-119
  Tim Merritt; Weiman Kow; Christopher Ng; Kevin McGee; Lonce Wyse
Coordination between ensembles of improvising electroacoustic musicians is a special case of the larger HCI problem of coordinating joint, real-time activity; one that involves some interesting additional and different challenges. This paper reports on research that has identified two specific real-time coordination problems for ensembles of electroacoustic musicians: "who makes what sound?" and "how is the sound being altered?" Real-time sound visualization is explored as a possible solution to assist musicians in overcoming some of these challenges. The main contribution of this paper is that, counterintuitively, for certain kinds of joint, real-time, coordination activities, temporal representations are important in helping to determine "who did what?"

Design, build, test

Designing interactions for the collective user experience BIBAFull-Text 120-127
  Pat Lehane
This paper introduces the theoretical background to the interaction design used to develop an assignment drop box at an Australian regional University and the subsequent pilot assessment. Tenets from the Ecological School of the Discipline of Human-Computer Interaction were used to analyse and design the human-systems integration solution to the business process issue which was compounded by user problems with the installed software. The analysis and design received positive user feedback in the pilot study and after the subsequent go live became central to Learning Management System.
Document resizing for visually impaired students BIBAFull-Text 128-135
  Michael Connolly; Christof Lutteroth; Beryl Plimmer
The ability to read documents and notes is a crucial part of the education system, but for over 1200 visually impaired students in New Zealand and many more worldwide, large and clearly printed documents remain elusive. Resizing documents for visually impaired readers currently requires a mixture of time, patience and experience with word processors such as Microsoft Word. This paper describes the design and construction of an add-in to simplify the process of resizing documents so that they become more readable to the visually impaired. This paper discusses common problems with the resizing of documents, and the tools produced to help reduce or eliminate these problems. The tools were evaluated in the resizing of workbooks by staff at a visual resource centre with promising results.
SketchNode: intelligent sketching support and formal diagramming BIBAFull-Text 136-143
  Beryl Plimmer; Helen C. Purchase; Hong Yul Yang
The primary motivation for building SketchNode is to provide an environment for exploring how people use tools to create, arrange, edit and interpret graph diagrams. It has two equivalent interfaces: sketching and diagramming, so that the functional requirements and advantages and disadvantages of the differences can be studied. In this paper we describe two iterations of SketchNode, in particular the computational intelligence required to maintain a sketch that appears hand-drawn and the complexity of providing two interfaces that are equivalent in terms of interaction and visualization. The development and usability tests presented here contribute to the understanding of what intelligent sketch diagramming tools can support and the interaction paradigm of dual visualization tools.

Evaluating interactive technologies 1

Communicative criteria for usability evaluation: experiences from analysing an e-service BIBAFull-Text 144-151
  Stefan Cronholm
Today we are primarily using computers for communication. We communicate via computers as professionals and at our spare time. One growing context of computer use is when we as citizens communicating with authorities. This paper suggests communication criteria for evaluation of public e-services. The suggested criteria are derived from a communication perspective and applied in a case study for evaluation of an e-service. Communication between authorities and citizens are often communication intensive and consequently conditions and consequences of communication should be evaluated. The aim of the suggested communication criteria is to be a complement to established traditional usability criteria.
User experience evaluation criteria for mobile news making technology: findings from a case study BIBAFull-Text 152-159
  Heli Väätäjä
This research explores the professionals' user experience evaluation criteria for technology used in mobile news making. We carried out a case study in which nineteen participants used smart phones for reporting news to an online publication. We identified two sets of high-level evaluation criteria, contextual and personal. Contextual high-level criteria found are error-freeness, support for journalistic quality and speed of publishing. Personal, user-related criteria are users' needs and goals related to enabling and supporting of professional ambition, supporting user's professional goals, as well as fit with and enhancement of the user's professional image. Findings provide empirical evidence on factors that affect user experience that are relevant for evaluation of mobile technology in mobile news making. In addition, findings provide an initial insight into understanding professionals' user experience and importance of high-level goals and needs as factors linked to quality perceptions, attitudes, acceptance, affect and motivation to use mobile technologies in work context.
Event log messages as a human interface, or, "do you pine for the days when men were men and wrote their own device drivers?" BIBAFull-Text 160-163
  Paul Radford; Andy Linton; Ian Welch
Computer systems administrators, as a part of their job function, must monitor event logs generated by their systems for signs of failure, impending failure, or security breaches. Many of these systems produce well-defined output that can be easily filtered for important events. Many others, however, are inordinately complex, a situation increasingly common with the advent of multi-tier systems aimed at Internet commerce. Event logs are very often the only system-level output produced by servers, and thus represent the only common denominator across vendors and solutions.
   This paper will establish the position that event log messages have shortfalls as an interface for effectively managing such systems, and that a fundamentally different approach is required to improve the situation.

Ageing and older people

Social isolation of older people: the role of domestic technologies BIBAFull-Text 164-167
  Sonja Pedell; Frank Vetere; Lars Kulik; Elizabeth Ozanne; Alan Gruner
This paper explores the role of domestic technologies for addressing social isolation of older people. Despite the increasing use of information and communication technologies, social isolation remains an issue amongst older people. Assistive technologies address important health needs, but there is a lack of social technologies that adequately deal with social isolation. This paper contributes to knowledge about the everyday life of older people for the purpose of designing appropriate social technology. We present an overview of the findings of a three-stage study -- an expert survey, a field study and a design workshop -- and describe a set of needs to inform the design of technology for ameliorating the social isolation of older people.
Silver towns and smart technologies BIBAFull-Text 168-171
  Sung Jun Kim; Bharat Dave
The rapidly increasing aging population combined with a lack of aged care facilities in Korea has led to the recent development of silver towns. They comprise high-rise apartment units that are conceived, designed and marketed as smart living environments for the elderly. This paper offers a preliminary analysis from our research on how silver towns integrated with smart technologies are received from the perspectives of elderly residents.
Older adults, interface experience and cognitive decline BIBAFull-Text 172-175
  Alethea Blackler; Doug Mahar; Vesna Popovic
This paper describes an experiment undertaken to investigate intuitive interaction, particularly in older adults. Previous work has shown that intuitive interaction relies on past experience, and has also suggested that older people demonstrate less intuitive uses and slower times when completing set tasks with various devices. Similarly, this experiment showed that past experience with relevant products allowed people to use the interfaces of two different microwaves more quickly and intuitively. It also revealed that certain aspects of cognitive decline related to aging, such as central executive function, have more impact on time, correct uses and intuitive uses than chronological age. Implications of these results are discussed.
The lived world of older urban Australians: relating everyday living to GPS tracking data BIBAFull-Text 176-179
  Desley Vine; Laurie Buys
Neighbourhood like the concept of liveability is usually measured by either subjective indicators using surveys of residents' perceptions or by objective means using secondary data or relative weights for objective indicators of the urban environment. Rarely, have objective and subjective indicators been related to one another in order to understand what constitutes a liveable urban neighbourhood both spatially and behaviourally. This paper explores the use of qualitative (diaries, in-depth interviews) and quantitative (Global Positioning Systems, Geographical Information Systems mapping) liveability research data to examine the perceptions and behaviour of 12 older residents living in six high density urban areas of Brisbane. Older urban Australians are one of the two principal groups highly attracted to high density urban living. The strength of the relationship between the qualitative and quantitative measures was examined. Results of the research indicate a weak relationship between subjective and objective indicators. Linking the two methods (quantitative and qualitative) is important in obtaining a greater understanding of human behaviour and the lived world of older urban Australians and in providing a wider picture of the urban neighbourhood.
The effects of cognitive ageing on use of complex interfaces BIBAFull-Text 180-183
  Gudur Raghavendra Reddy; Alethea Blackler; Doug Mahar; Vesna Popovic
This paper discusses an experiment investigating the effects of cognitive ageing and prior-experience with technology on using complex interfaces intuitively. Overall 37 participants, between the ages of 18 to 83, participated in this study. All participants were assessed for their cognitive abilities and prior-experience with technology. It was anticipated that the Central Executive function (a component of Working Memory) would emerge as one of the important cognitive functions in using complex interfaces. This was found to be the case with the strongest negative correlation occurring between sustained attention (one of the functions of the Central Executive), the time to complete the task and number of errors made by the participants.

Methods bazaar 1

Ethnography considered useful: situating criticality BIBAFull-Text 184-187
  Ann Morrison; Stephen Viller; Peta Mitchell
Increasingly the fields of Human Computer Interaction (HCI) and art are intersecting. Interactive artworks are being evaluated by HCI methods and artworks are being created that employ and repurpose technology for interactive environments. In this paper we steer a path between empirical and critical-theoretical traditions, and discuss HCI research and art works that also span this divide. We address concerns about 'new' ethnography raised by Crabtree et al. (2009) in "Ethnography Considered Harmful", a critical essay that positions ethnographic and critical-theoretical views at odds with each other. We propose a mediated view for understanding interactions within open-ended interactive artworks that values both perspectives as we navigate boundaries between art practice and HCI.
Part science part magic: analysing the OWL outcomes BIBAFull-Text 188-191
  Danielle Wilde; Kristina Andersen
Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that "any sufficiently advanced technology is indistinguishable from magic" (Clarke, 1984). From this standpoint we are developing rigourous processes to support magical thinking, with the aim of understanding how to support the conception and development of technologies that we can't yet imagine, to the point where they can be evaluated. We are approaching our problem from a number of perspectives, including the development and use of placebo objects and devices, probe-like enquiry through one on one interviews and workshops where we encourage people to make their own exploratory devices, and thereby extend and challenge the way we, as design researchers, are thinking about technology conception and design. We present here our burgeoning approach to analysing the OWL interview outcomes. New processes demand new techniques. We draw on well established methods and consider how they might be subverted to support our needs.
Dialogic shifts: the rhythm and sequence of artefacts in aesthetically informed interaction design practice BIBAFull-Text 192-195
  Jeremy Yuille; Yoko Akama; Hugh Macdonald; Nifeli Stewart; Laurene Vaughan; Stephen Viller
Aesthetic accounts of interaction design (Löwgren 2008, Wright et al 2008) acknowledge the importance of the descriptive and dialogic roles that design artefacts play. Yet, much of the focus in this aesthetic turn (Udsen 2005) concerns final designs, or products of the design project. Ephemeral artefacts that are produced in the course of these projects or the design actions by those who created the artefacts inside projects are often omitted and rarely discussed. This paper critically reflects on a project to shed some light on the 'secret life of artifacts' and the role they play through making and using by the project team.
Visualizing digital media interactions: providing feedback on jam2jam AV performances BIBAFull-Text 196-199
  Andrew R. Brown
Instrumental music performance is a well-established case of real-time interaction with technology and, when extended to ensembles, of interaction with others. However, these interactions are fleeting and the opportunities to reflect on action is limited, even though audio and video recording has recently provided important opportunities in this regard. In this paper we report on research to further extend these reflective opportunities through the capture and visualization of gestural data collected during collaborative virtual performances; specifically using the digital media instrument Jam2jam AV and the specifically-developed visualization software Jam2jam AV Visualize. We discusses how such visualization may assist performance development and understanding. The discussion engages with issues of representation, authenticity of virtual experiences, intersubjectivity and wordless collaboration, and creativity support. Two usage scenarios are described showing that collaborative intent is evident in the data visualizations more clearly than in audio-visual recordings alone, indicating that the visualization of performance gestures can be an efficient way of identifying deliberate and co-operative performance behaviours.
Research in and through design: an interaction design research approach BIBAFull-Text 200-203
  Peter Dalsgaard
This paper presents and discusses an approach to interaction design research entitled research in and through design. This denotes the study of the design process through the active involvement of the researcher in experimental design activities. The approach is exemplified by a case in which interaction design researchers engaged in the development of an interactive façade in order to generate insights into how to plan and carry out design for this type of interactive systems. This is followed by a discussion of the criteria by which the process and outcomes of research in and through design can be evaluated.
Using diaries for evaluating interactive products: the relevance of form and context BIBAFull-Text 204-207
  Martin Tomitsch; Nikash Singh; Ghazaleh Javadian
In this paper we discuss two studies, in which we used incident diaries to evaluate different aspects of a web-based tool and a wearable display. For the web-based tool we used a diary in form of a table distributed in digital form, which resulted in a very low number of responses. Results from follow-up interviews revealed that one of the reasons for this low response rate was a mismatch between diary form and study context. For the wearable display we designed booklets, which featured predefined sections and questions as well as space for open comments. Although previous research has identified disadvantages of paper-based diaries, this method proved to be valuable for collecting feedback in a mobile context. Based on our experiences and the results from the studies, we provide a qualitative discussion of design issues for diaries used in mobile and desktop-based contexts.

Sustainable design

Chutney and relish: designing to augment the experience of shopping at a farmers' market BIBAFull-Text 208-215
  Ann Light; Ian Wakeman; Jon Robinson; Anirban Basu; Dan Chalmers
We report on designing augmented reality (AR) applications to support the practices of going shopping, using an accompanied shopping and reflection technique to assess the key points of engagement among shoppers and producers at a farmers' market. Our goal was to deploy innovative mobile technology in a low-tech context so that it supported everyday behaviour. The paper documents how a short research intervention was decisive in shaping the applications designed for the AR tool and explores how stories told as part of the market and in interview were used to help organise our insights.
Reflecting on reflection: framing a design landscape BIBAFull-Text 216-223
  Rowanne Fleck; Geraldine Fitzpatrick
Designing for reflection is becoming of increasing interest to HCI researchers, especially as digital technologies move to supporting broader professional and quality of life issues. However, the term 'reflection' is being used and designed for in diverse ways and often with little reference to vast amount of literature on the topic outside of HCI. Here we synthesize this literature into a framework, consisting of aspects such as purposes of reflection, conditions for reflection and levels of reflection (where the levels capture the behaviours and activities associated with reflection). We then show how technologies can support these different aspects and conclude with open questions that can guide a more systematic approach to how we understand and design for support of reflection.
Curbing paper wastage using flavoured feedback BIBAFull-Text 224-227
  Richard Medland
In November 2009 the researcher embarked on a project aimed at reducing the amount of paper used by Queensland University of Technology (QUT) staff in their daily workplace activities. The key goal was to communicate to staff that excessive printing has a tangible and negative effect on their workplace and local environment. The research objective was to better understand what motivates staff towards more ecologically sustainable printing practises, whilst meeting their job's demands. The current study is built on previous research that found that one interface does not address the needs of all users when creating persuasive Human Computer Interaction (HCI) interventions targeting resource consumption. In response, the current study created and trialled software that communicates individual paper consumption in precise metrics. Based on preliminary research data different metric sets have been defined to address the different motivations and beliefs of user archetypes using descriptive and injunctive normative information.
Householder experiences with resource monitoring technology in sustainable homes BIBAFull-Text 228-231
  Wendy Miller; Laurie Buys
The use of feedback technologies, in the form of products such as Smart Meters, is increasingly seen as the means by which 'consumers' can be made aware of their patterns of resource consumption, and to then use this enhanced awareness to change their behaviour to reduce the environmental impacts of their consumption. These technologies tend to be single-resource focused (e.g. on electricity consumption only) and their functionality defined by persons other than end-users (e.g. electricity utilities). This paper presents initial findings of end-users' experiences with a multi-resource feedback technology, within the context of sustainable housing. It proposes that an understanding of user context, supply chain management and market diffusion issues are important design considerations that contribute to technology 'success'.

What's in a name, or a password?

Interpreting technology-mediated identity: perception of social intention and meaning in Bluetooth names BIBAFull-Text 232-239
  Freya Palmer; Eamonn O'Neill
The ubiquitous and highly personal nature of mobile devices, together with the partially embodied nature of Bluetooth, means that mobile device based Bluetooth provides unique affordances for communicating aspects of identity. We report a study of how people interpret Bluetooth names in terms of social identity, considering it as an example of mobile technology-mediated identity. We used card-sorting, hierarchical cluster analysis, multi-dimensional scaling and qualitative analysis to establish perceived types of Bluetooth name and dimensions of naming; illustrating how people conceptualise and interpret technology-mediated identity projected by others.
What's my name again?: sociotechnical considerations for author name management in research databases BIBAFull-Text 240-247
  Dana McKay; Silvia Sanchez; Rebecca Parker
Managing names in bibliographic databases so that they have a one-to-one match with individual authors is a longstanding and complex problem. Various solutions have been proposed, from labour-intensive but accurate manual matching, to machine-learning approaches to automated matching which require little input from people, but are not perfectly accurate. Researchers have a particular interest in name management: they are often authors, and receive academic credit based on their work and need correct citation records. However they are also searchers and have an interest in finding all the works by other authors. There has been little work on the tensions between these two needs, nor on how researchers manage their own identities with their choices of name. This paper reports on a study of researchers that investigates both their relationships with their own names, and what they would like from research databases when they are searching for specific authors.
Reinforcing bad behaviour: the misuse of security indicators on popular websites BIBAFull-Text 248-251
  Douglas Stebila
Before making a security or privacy decision, Internet users should evaluate several security indicators in their browser, such as the use of HTTPS (indicated via the lock icon), the domain name of the site, and information from extended validation certificates. However, studies have shown that human subjects infrequently employ these indicators, relying on other indicators that can be spoofed and convey no cryptographic assurances. We identify four simple security indicators that accurately represent security properties of the connection and then examine 125 popular websites to determine if the sites' designs result in correctly displayed security indicators during login. In the vast majority of cases, at least some security indicators are absent or suboptimal. This suggests users are becoming habituated to ignoring recommended security indicators.
How HCI design influences web security decisions BIBAFull-Text 252-255
  Kenneth Radke; Colin Boyd; Margot Brereton; Juan Gonzalez Nieto
Even though security protocols are designed to make computer communication secure, it is widely known that there is potential for security breakdowns at the human-machine interface. This paper reports on a diary study conducted in order to investigate what people identify as security decisions that they make while using the web. The study aimed to uncover how security is perceived in the individual's context of use. From this data, themes were drawn, with a focus on addressing security goals such as confidentiality and authentication. This study is the first study investigating users' web usage focusing on their self-documented perceptions of security and the security choices they made in their own environment.

Methods bazaar 2

Understanding experience using dialogical methods: the case of serendipity BIBAFull-Text 256-263
  Tuck Wah Leong; Peter Wright; Frank Vetere; Steve Howard
McCarthy and Wright's (2004) approach to understanding user experience provides a rich conceptual framework. In this paper, we report how this framework was used to guide the development of an approach to researching the richness of a particular experience -- serendipity. Three themes were identified; life as lived and felt, the whole person, and dialogical sense making. These were used to help understand the key qualities of the strategy, tools and techniques that were required in the empirical study of the experience of serendipity. The paper explains this process and illustrates the depth of understanding that our choice of tools afforded. After describing the case study we offer some guidance on how to choose appropriate tools and methods for researching other types of experience.
A methodology to evaluate creative design methods: a study with the BadIdeas method BIBAFull-Text 264-271
  Paula Alexandra Silva; Janet C. Read
The so-called creative design methods have become part of the everyday HCI-ers toolbox, however there is little discussion in the field concerning the actual value and the relative benefit of applying one method instead of another or of applying various methods in one's design efforts. These methods and techniques tend often to be applied in an unthoughtful uninformed manner.
   This paper discusses the issue of evaluating and comparing the design methods and presents an overview of creativity measures for idea generation together with an attempt to rationalise those measures and combine them into a single value metric. This measure is then applied to assess the results obtained while using a specific method, the BadIdeas method, under various conditions; some observations and analysis on the possible effects of those conditions are performed.
   Findings are surprising. Facilitated conditions positively affect participants' enjoyment of the method and the way they think about analysing products but the overall value of facilitation appears less than the overall value of unfacilitated work. The method seems to work better for groups that initially work individually, than those who start working in groups and overall results are better in a design, rather than in a redesign context.
AUXie: initial evaluation of a blind-accessible virtual museum tour BIBAFull-Text 272-275
  Aram Dulyan; Ernest Edmonds
Remotely accessible audio-based virtual tours can offer great utility for blind or vision impaired persons, eliminating the difficulties posed by travel to unfamiliar locations, and allowing truly independent exploration. This paper draws upon sonification techniques used in previous implementations of audio-based 3D environments to develop a prototype of blind-accessible virtual tours specifically tailored to the needs of cultural sites. A navigable 3D world is presented using spatially positioned musical earcons, accompanied by synthesised speech descriptions and navigation aids. The worlds are read from X3D models enhanced with metadata to identify and describe the rooms and exhibits, thus enabling an audio modality for existing 3D worlds and simplifying the tour creation process. The prototype, named AUXie, was evaluated by 11 volunteers with total blindness to establish a proof of concept and identify the problematic aspects of the interface. The positive response obtained confirmed the validity of the approach and yielded valuable insight into how such tours can be further improved.
Personality, motivation and video games BIBAFull-Text 276-279
  Daniel Johnson; John Gardner
This study explored relationships between personality, video game preference and gaming experiences. Two hundred and thirty-five participants completed an online survey in which they recalled a recent gaming experience, and provided measures of personality and their gaming experience via the Player Experience of Need Satisfaction (PENS) measure. Relationships between game genre, personality and gaming experience were found. Results are interpreted with reference to the validity of the PENS, current models of video gaming motivations and enjoyment, and sub-groups of people that may be more vulnerable to possible negative effects of games.

Evaluating interactive technologies 2

Improving stylus interaction for eMedical forms BIBAFull-Text 280-287
  Nilanthi Seneviratne; Beryl Plimmer
Using a stylus as the input device to fill forms is frustrating because standard form controls are optimised for keyboard and mouse entry. We have augmented the behaviour of the three most common form controls to improve support for stylus input. Furthermore, because the target users are medical clinicians and they frequently annotate images, we have built an image annotation control. We report the design and implementation of stylus-friendly controls and two evaluations: the first to usability test all the new controls and the second to compare performance between the new selection controls and standard selection controls. All the new data controls were preferred by the study participants and the selection controls are faster and less error prone. The image annotation control was found to be easy to use and allows extra data to be collected.
An empirical comparison of tag clouds and tables BIBAFull-Text 288-295
  Josh Oosterman; Andy Cockburn
Tag clouds are visualisations of data where words (or tags) are positioned in a cloud and augmented with visual properties, such as font size and colour, to depict data attributes. Although tag clouds are common on web sites and blogs, their effectiveness as a visualisation technique has received little research attention. We conducted two experiments to provide empirical insights into the relative effectiveness of tag clouds compared with traditional tables. Tables were selected as the most basic visualisation performance baseline. The first experiment concerned the speed and accuracy with which participants could identify the presence or absence of a specified target in an unsorted tag cloud or table. The second experiment also analysed speed and accuracy with tag clouds and tables, but in tasks concerning identification of maximum and minimum attribute values. Tables were faster and more accurate in both tasks. We discuss implications for further work.
Interactive tabletops with non-interactive rims BIBAFull-Text 296-299
  Kelvin Cheng; Christian Müller-Tomfelde; Natalie Ruiz
The focus of digital tabletop research centers on the interactive display area. However, these displays are often integrated into physical non-interactive structures, which have received little attention previously. In this paper, we investigate the characteristics of this non-interactive area, or 'rim' around the interactive display. We aim to increase the awareness and understanding of possible characteristics of non-interactive rims in order to guide designers to enhance user interaction and collaboration on the tabletop as a whole. Our findings were drawn from rim configurations in existing experimental settings, commercially available systems, and observations from a preliminary exploratory study that captures the usage of the rim by small groups collaborating in an office environment. We also envision possible opportunities that may arise for future tabletop systems.
Head or gaze?: controlling remote camera for hands-busy tasks in teleoperation: a comparison BIBAFull-Text 300-303
  Dingyun Zhu; Tom Gedeon; Ken Taylor
Head motion and eye gaze are general models of natural human interaction. Recent computer vision based head tracking and eye tracking technologies have expanded the possibilities of designing and developing more natural and intuitive user interfaces for a wide range of applications. In this work, we focus on common hands-busy situations in teleoperation activities, where operators often have to control multiple devices simultaneously by hand in order to accomplish operational tasks. This overloads an operator's hand control ability and also reduces productivity. We present an empirical user study comparing head motion and eye gaze as different input modalities for remote camera control when a user is carrying out a hands-busy task. Both objective measures and subjective measures were used for the study. According to the results, we demonstrate the advantages of using gaze for remote camera control in such hands-busy settings.

Co-presence and remote collaboration

Conversational management of network trouble perturbations in personal videoconferencing BIBAFull-Text 304-311
  E. Sean Rintel
Domestic personal videoconferencing (PV) is vulnerable to network trouble perturbations. This paper shows that long-distance couples treat perturbations as a matter of social management as much as technological resolution. Three management strategies are illustrated: technology-oriented remedies, content-oriented remedies, and non-remedial accounts for trouble. All three involve collaborative work to account for the effect of technology on conversational continuity and the relationship.
Investigating factors influencing trust in video-mediated communication BIBAFull-Text 312-319
  Cameron Teoh; Holger Regenbrecht; David O'Hare
Videoconferencing systems are increasingly used for a variety of tasks. Many of these tasks demand reliable, high quality communication support. Trust plays an important role in interpersonal communication, sometimes even as an enabler for effective communication. We present findings of an experimental study with 64 participants investigating the influence of task type and the amount of visual information available to the participants on trust and related factors. Significant effects were found for task type, view restrictions, satisfaction and social presence.
Supporting collaborations across a biocontainment barrier BIBAFull-Text 320-323
  Jane Li; Christian Müller-Tomfelde; Alex Hyatt
We present the design process of a collaboration platform which allows research and diagnostics scientists in an animal health laboratory to work collaboratively across a biocontainment barrier. This Biosecurity Collaboration Platform (BCP) integrates high quality audio-video communications with a large shared interactive workspace. It enables real-time sharing of a broad range of data from various data repositories and computer applications, including microscope imaging. We describe the one-year design and development activities which included field study, scenario-based use case analysis, iterative design and evaluations. We highlight factors relating to the unique setting and the associated difficulties in information sharing and communication. We discuss the importance of an appropriate design approach and our solution of an integrated interaction and communication workspace with appropriate configurations to support the scientific collaborations.
Being there with others: copresence and technologies for informal interaction BIBAFull-Text 324-327
  Kate Goodwin; Frank Vetere; Gregor Kennedy
Informal interactions underpin basic social processes. Mobile, email and web-based communications increasingly play a role in informal interactions, but these technologies often lack the facilitating conditions typically found in face-to-face (F2F) settings. In this paper we investigate informal interactions by exploring how students 'get together' when out-of-class. We establish if and when copresence is felt in physical and technological settings and what kinds of informal interactions arise as a result. The findings reveal that copresence in technological settings is associated with temporality and 'feeling connected' through synchronous and semi-synchronous mediums. This feeling includes being aware of others' availability for interaction or knowing their whereabouts. Different settings also have different implications for copresence and informal interactions.

Learning and searching

Can traditional HCI principles be applied to computing technology in learning contexts? BIBAFull-Text 328-331
  Daryl Ku; Jon Pearce; Wally Smith
This paper presents an inter-disciplinary approach to studying computing technology in learning contexts. The approach was inspired by the difficulty in reconciling task and learning performance in the context of usability and instructional design. This is important because inter-governmental policy suggests computing technology may have a crucial role to play in supporting independent lifelong learning in informal contexts. The approach presented here is illustrated through an exploratory research project aimed at understanding the role of computing technology in the context of the Australian PhD candidature.
Child-robot interaction during collaborative game play: effects of age and gender on emotion and experience BIBAFull-Text 332-335
  Suleman Shahid; Emiel Krahmer; Marc Swerts; Omar Mubin
In this paper we investigate how boys and girls of 8 and 12 years old experience interacting with a social robot (iCat) during collaborative game play. The iCat robot and a child collaborated together to play a simple card guessing game. Post-game questionnaires revealed that 8 year old children rated their subjective gaming experience significantly more positively than the 12 year olds. All interactions were recorded, and fragments were shown to judges in a perception experiment, which showed that 8 year olds were more expressive than 12 year olds, and that 12 year old losers were more expressive than 12 year old winners. The implications of these findings for designing child-robot interaction are discussed.
Spelling Bug: benefits of using adaptive technology for training spelling in primary school classrooms BIBAFull-Text 336-339
  Marie Bodén; Stephen Viller; Shelley Dole
We have developed, used and evaluated Spelling Bug, a computer program designed for teachers and students in primary school classrooms, in three schools in Brisbane over 1.5 years. We evaluated how learner-adaptive computer programs can be successfully integrated in primary classrooms in situ, using observations, interviews and computer-based data logs. The study found participating teachers felt time poor and they did not priorities learning to use new technologies. However, if they find add-on value they use the technology to complement traditional teaching. The response to using Spelling Bug was positive from both teachers and students. Students enjoyed a new task for working with spelling and they responded positively to the individual challenge the computer program set up for them. Teachers were pleased to find their students working independently and found time to support individual needs in the classroom. Retrieving information from a computer program gave support for teachers when making decisions on how to proceed with their teaching and presenting to parents.
Web searching interaction model based on user cognitive styles BIBAFull-Text 340-343
  Khamsum Kinley; Dian Tjondronegoro; Helen Partridge
As more and more information is available on the Web finding quality and reliable information is becoming harder. To help solve this problem, Web search models need to incorporate users' cognitive styles. This paper reports the preliminary results from a user study exploring the relationships between Web users' searching behavior and their cognitive style. The data was collected using a questionnaire, Web search logs and think-aloud strategy. The preliminary findings reveal a number of cognitive factors, such as information searching processes, results evaluations and cognitive style, having an influence on users' Web searching behavior. Among these factors, the cognitive style of the user was observed to have a greater impact. Based on the key findings, a conceptual model of Web searching and cognitive styles is presented.
User-web interactions: how wholistic/analytic web users search the web? BIBAFull-Text 344-347
  Khamsum Kinley; Dian Tjondronegoro
User-Web interactions have emerged as an important research in the field of information science. In this study, we examine extensively the Web searching performed by general users. Our goal is to investigate the effects of users' cognitive styles on their Web search behavior in relation to two broad components: Information Searching and Information Processing Approaches. We use questionnaires, a measure of cognitive style, Web session logs and think-aloud as the data collection instruments. Our study findings show wholistic Web users tend to adopt a top-down approach to Web searching, where the users searched for a generic topic, and then reformulate their queries to search for specific information. They tend to prefer reading to process information. Analytic users tend to prefer a bottom-up approach to information searching and they process information by scanning search result pages.
Effect of topic domain and task type on web image searching BIBAFull-Text 348-351
  Liang-Chun Jack Tseng; Dian Tjondronegoro
Many user studies in Web information searching have found the significant effect of task types on search strategies. However, little attention was given to Web image searching strategies, especially the query reformulation activity despite that this is a crucial part in Web image searching. In this study, we investigated the effects of topic domains and task types on user's image searching behavior and query reformulation strategies. Some significant differences in user's tasks specificity and initial concepts were identified among the task domains. Task types are also found to influence participant's result reviewing behavior and query reformulation strategies.

Social and locational

User interface design for social web theme and opinion analysis BIBAFull-Text 352-355
  Renato Iannella; Adam Finden; Laurianne Sitbon
The Social Web is a torrent of real-time information and an emerging discipline is now focussed on harnessing this information flow for analysis of themes, opinions and sentiment. This short paper reports on early work on designing better user interfaces for end users in manipulating the outcomes from these analysis engines.
Extending design encounters with use of social media BIBAFull-Text 356-359
  Signe L. Yndigegn
Participating in face-to-face events can be intense experiences in which people invest part of themselves. The socially intense experience is often a catalyst for new thoughts and reflections, some of which will be exchanged during the event itself, while others continue to mature afterwards. This article discusses the possibilities and gives an example -- Blog On The Spot -- from a recently finished project on waste, on how a social event could be extended by participation in social media on the web. The extension provides the possibility of overcoming some of the limitation of a face-to-face encounter, e.g. limitations in time and participation. At the same time -- as the example shows -- the use of social media in co-design is challenging. Finally, the article will reflect on the experience with the idea of extending the social encounters with social media-platforms in relation to future work.
Tag clouds as social signallers BIBAFull-Text 360-363
  Timothy Christie; Christopher Lueg; Nilufar Baghaei
Tag clouds are becoming increasingly popular visualisation and interaction techniques used on the web today. At the same time, tag clouds have been shown to have somewhat limited capabilities and usefulness. The generation of personalised tag clouds provides the ability to test how the enjoyment and engagement of an online social environment can be increased, as well as the ability to examine what benefits adding additional social information to tag clouds would have. A prototype system was developed that allowed differently configured tag clouds to be compared side-by-side. This research contributes an understanding into the feasibility of increasing the social awareness provided by tag clouds, and shows that there is potential for improving the usefulness of tag clouds by including additional social awareness information in these clouds.
Social music services in teenage life: a case study BIBAFull-Text 364-367
  Sari Komulainen; Minna Karukka; Jonna Häkkilä
The landscape for discovering and sharing music is changing due to the rise of social media and mobile devices with increasing amount of features. This paper looks at the omnipresence of music and the social perspective of online music services among the youth, and describes a survey-based case study of 44 Finnish. The findings reveal that social media facilitates important aspects that engage the users, such as recommendations, large selections, and free content, but also that traditional media, e.g. FM radio has still a strong role in the omnipresence use of music.
Geovisualisation: sense-making and knowledge discovery with location-based data BIBAFull-Text 368-371
  Chris Marmo; Bill Cartwright; Jeremy Yuille
The increasing ubiquity and proliferation of location-based data comes with a need to make sense of it. Geovisualisation provides a tool with which, through the exploitation of our powerful perceptual abilities, we can uncover patterns and links between previously disparate data sources. However, in the context of sense and decision making, presenting information through the frame of location is not enough -- a holistic system, that incorporates geovisualisation, needs to be aware of the broader context in which it exists. A point represented by GPS coordinates can have different meanings to different people, and even an individuals' interpretation of a location can change over time. This paper will discuss the role of geovisualisation in knowledge discovery, with location as a context to this process.
ReGroup: using location sharing to support distributed information gathering BIBAFull-Text 372-375
  Tim Nugent; Christopher Lueg
Many shared group activities, such as determining the range of different foods offered at a market, require that group members know which parts of the market will be covered by which people. In this paper we report findings from evaluating ReGroup, a mobile distributed information system that enables group members to "see" the current and immediate past routes of other group members within a defined area. ReGroup collects and shares GPS location data on a number of participating mobile phones. Past routes are visualised as coloured lines on a map of the surrounding area. An initial evaluation of the system at a busy marketplace suggests that there is a great deal of potential usefulness in sharing previous locations amongst members of a group.

Interaction in communities

Interaction, privacy and profiling considerations in local mobile social software: a prototype agile ride share system BIBAFull-Text 376-379
  Sunil Ghelawat; Kenneth Radke; Margot Brereton
Agile ridesharing aims to utilise the capability of social networks and mobile phones to facilitate people to share vehicles and travel in real time. However the application of social networking technologies in local communities to address issues of personal transport faces significant design challenges. In this paper we describe an iterative design-based approach to exploring this problem and discuss findings from the use of an early prototype. The findings focus upon interaction, privacy and profiling.
   Our early results suggest that explicitly entering information such as ride data and personal profile data into formal fields for explicit computation of matches, as is done in many systems, may not be the best strategy. It might be preferable to support informal communication and negotiation with text search techniques.
Fear and danger in nocturnal urban environments BIBAFull-Text 380-383
  Christine Satchell; Marcus Foth
At the centre of this research is an ethnographic study that saw the researcher embedded within the fabric of inner city life to better understand what characteristics of user activity and interaction could be enhanced by technology. The initial research indicated that the experience of traversing the city after dark unified an otherwise divergent user group through a shared concern for personal safety. Managing this fear and danger represented an important user need. We found that mobile social networking systems are not only integral for bringing people together, they can help in the process of users safely dispersing as well. We conclude, however, that at a time when the average iPhone staggers under the weight of a plethora of apps that do everything from acting as a carpenter's level to a pregnancy predictor, we consider the potential for the functionality of a personal safety device to be embodied within a stand alone artifact.
eParticipation as an information ecology: a micro-scale examination of two cases in Helsinki BIBAFull-Text 384-387
  Joanna Saad-Sulonen
In this paper, I propose to address eParticipation as an Information Ecology (Nardi & O'Day, 1999). By examining the micro-scale level of two cases of eParticipation as Information Ecologies, I identify microlevel technological building blocks and the artful integrations performed by actors whose role is often not enough emphasized. HCI research in the area of eParticipation should acknowledge the role of these actors in order to design eParticipation with and for them.
Iterative design within a local community communication fabric BIBAFull-Text 388-391
  Fiona Redhead; Margot Brereton
Our research considers the problem of designing support for local community communications. We present a description of a suburban community communication fabric as revealed through observations of long-term use of a networked community noticeboard and the introduction of a tailored email digest to registered noticeboard users. The paper contributes an understanding of how iterative situated design in a user community can help us to design for participation in the use of technologies that can support growth of a community communication fabric. The different roles of the situated display and email digest are discussed.
Aligning research and external stakeholder agendas in collaborative interaction design projects BIBAFull-Text 392-395
  Peter Dalsgaard
In collaborative interaction design projects involving researchers and external stakeholders, there is an inherent risk that conflicting agendas may lead to outcomes that are not mutually beneficial. This paper examines how the interests of reserarchers and external stakeholders may be aligned around joint experiments that are at the intersection between researchers' agendas of exploring research questions and external stakeholders' pursuit of specific strategies or contractual commitments. The contribution of the paper is an extension of the notions of question, program and experiment as proposed by Brandt & Binder (2007) to include the external stakeholder perspective; furthermore, the paper explores how series of experiments can be combined in long-term research projects.
Collective sensor networks and future communities: designing interaction across multiple scales BIBAFull-Text 396-399
  Denisa Kera; Connor Graham
In this paper we discuss new challenges to design with the increasing mass availability of data to various communities through what we term 'collective sensor networks'. We review new projects that we believe will have considerable impact for HCI and CSCW and consider their practical implications. We explore design challenges for future-oriented and sustainable communities that are built around sharing and integrating data from various sources. We are interested especially in how these projects involve and envision interaction between different actors and across different scales. We also wish, through drawing on notions of fiction in literature, to explore the practical possibilities of connecting new kinds of data through a network for the creation of new communities and a series of implications for interaction and interface design that deal with these heterogeneous actors and various scales.

Extended abstracts: invited papers

Communities of everyday practice and situated elderliness as an approach to co-design for senior interaction BIBAFull-Text 400-403
  Eva Brandt; Thomas Binder; Lone Malmborg; Tomas Sokoler
In the co-design project Senior Interaction a public care unit, university researchers, industrial partners, and senior citizens are working together to design living labs applying digital concepts that can strengthen social networks and interaction among seniors. When approaching people who we envisioned to be the future users we realized that almost nobody among the people between 55 and 75 years old identified themselves as 'elderly' or 'senior citizens', we realized that users are never just 'out there'. Instead they tend to refer to 'the others' or even to their own parents. Rather than using biological age, institutional categories or similar formal ways to group the people that we imagine as the future users, we suggest to talk about situated elderliness. By associating elderliness not to all encompassing life circumstances but to certain everyday contexts we can turn our attention towards what we call communities of everyday practice that defines these contexts.

Extended abstracts: Student design competition -- online challenge winners

Labyrinth within: emergence through documentation BIBAFull-Text 404-405
  Bo Bille; Henrik Korsgaard
This paper outlines our design proposal for the OZCHI 24 hour design challenge. The design brief challenged us to identify an unused space and revitalise it through a design proposal. Through a series of inquires we conceived a design concept, introducing a labyrinthine experience into a linear urban space. Our argument in this paper is that documentation and externalisation serves both as a way of communicating the process, as well as creating an understanding of the design situation.
Footsteps: an urban game to encourage social interaction in networked spaces BIBAFull-Text 406-407
  Tamara Chahine; Cherry Chau; Hanley Weng; Ryo Yambe; Cming Yick
This paper introduces Footsteps, an urban game that pairs geographically separated traffic islands, and augments them with projections of human activity coming from corresponding islands. This concept was designed and prototyped for the OZCHI 2010 24-Hour Student Design Challenge, in which we were asked to enliven an unused space in our current location, using novel or existing technologies. We chose to address this challenge by presenting a game designed to encourage playful and social interaction in the city of Sydney. Given that this concept was prototyped and evaluated within 24 hours, we believe there is potential to improve the design through further exploration and user testing.
Re-encountering space through 1-bit interactions BIBAFull-Text 408-409
  Patrick Burns; Matthew J. D'Orazio; Harry Rolf
Transient spaces -- locations one passes through on their way to other destinations -- often remain overlooked and unused. In this paper we present the design of an intervention to revitalise the unused transient space of Hobart's Salamanca Lawns at night. It would enable people to re-encounter the space through social interaction. We developed and field tested a prototype using colourful game tokens (1-bit LEDs). Scattered in and around the Lawns, the LEDs drew the attention of passers-by, enticing them onto the Lawns. Once there participants could take part in a communal game using the tokens. Our evaluation revealed this was an effective way to draw the attention of passers-by and that further prototyping and evaluation would be valuable.

Demonstrations

Interactivated rehabilitation device BIBAFull-Text 410-411
  Bert Bongers; Stuart Smith
The demo presents a system and interface for a reaching task for physical rehabilitation therapies, enhanced with multimodal interaction. The interface is a handheld device which can be manipulated by the patient, guiding and tracking their movements during the reaching task. The system is presenting appropriate feedback using light and music. Using tagged target objects, a variety of tasks can be easily set up even by a remote therapist. Patients can choose their own music for feedback.
"Please touch the plant on your way up the stairs...": for OZCHI conference 2010 BIBAFull-Text 412-413
  Susan Loh; Yasu Santo
We are aware of global concerns of sustainability and are encouraged on many fronts to modify our behaviour to save the planet but sometimes this understanding is more intellectual than motivated.
   An opportunity was identified within the university environment to activate a pilot study to investigate the level of voluntary student engagement in saving energy if a plant/digital interface were introduced.
   We postulate that people may be more inclined to participate in a "green" activity if they are more directly aware of the benefits. This project also seeks to discover if the introduction of nature (green plants) as the interface would encourage users to increase participation in socially responsive activities.
   Using plants as the interface offers an immediate sensory connection between the participants and the outcome of their chosen actions. This may generate a deeper awareness of the environment by enabling the participant to realise that their one small action in an ordinary day can contribute positively to larger global issues.
Meet Eater: affectionate computing, social networks and human-plant interaction BIBAFull-Text 414-415
  Bashkim Isai; Stephen Viller
The Meet Eater is a physical computing project which explores how social networks can be used to convey anthropomorphic qualities of an inanimate object. The installation consists of a real garden of plants with a synthetic ecosystem that automatically triggers a water pump when its 'social needs' are being sustained on its own Facebook page.
Augmented ethnography: designing a sensor-based toolkit for ethnographers BIBAFull-Text 416-417
  Elizabeth F. Churchill; Ozzie Gooen; David A. Shamma
We describe a sensor toolkit designed to help ethnographers better understand people's everyday activities. Techniques, such as diary studies, where participants capture their activities for a period of time are routinely used in technology design and evaluation at companies like Yahoo!. Less frequently used is shadowing where ethnographers accompany or follow people as they go about their tasks. However, with the increasing penetration of mobile personal devices like cell phones and GPS-enabled, digital tablets, it is becoming more important for us to understand how technologies fit into people lives as they go about their daily business. Tools for ethnographers have changed dramatically over the decades with smaller, cheaper, and easier to use technologies allowing capture of audio, image and film data to capture people's activities for later analysis. In this demonstration, we explore how sensor-based technologies can extend this toolkit further.
NNUB: the neighbourhood nub digital noticeboard system BIBAFull-Text 418-419
  Fiona Redhead; Andrew Dekker; Margot Brereton
Nnub is a community digital noticeboard situated in a public space within a community where many people pass by in their daily routines. Nnub is also accessible via the web. Locals upload notices and images to the noticeboard via a web/phone interface or by scribbling directly on the touchscreen. In the spirit of Web2.0, anyone can upload. Nnub aims to better support community communications simply and visually through simple interactions that mesh with and build upon existing community practices. It also aims to inspire new forms of sharing and connection. Nnub is short for Neighbourhood nub.
Living on the hedge: creating an online smart garden watering community BIBAFull-Text 420-421
  Jon Pearce; John Murphy
In many areas of endeavour, technology is being used to effect change in people's behaviour. Social networking technologies provide numerous ways to implement the mass communication required to get a message or product out to a large number of people.
   In many areas of endeavour, technology is being used to effect change in people's behaviour. Social networking technologies provide numerous ways to implement the mass communication required to get a message or product out to a large number of people.

Extended abstracts: Doctoral consortium

The embodied hybrid space: designing ubiquitous computing towards an amplification of situated real world experiences BIBAFull-Text 422-427
  Mark Bilandzic
The emergence of mobile and ubiquitous computing technology has created what is often referred to as the hybrid space -- a virtual layer of digital information and interaction opportunities that sit on top of and augment the physical environment. Embodied media materialise digital information as observable and sometimes interactive parts of the physical environment. The aim of this work is to explore ways to enhance people's situated real world experience, and to find out what the role and impact of embodied media in achieving this goal can be. The Edge, an initiative of the State Library of Queensland in Brisbane, Australia, and case study of this thesis, envisions to be a physical place for people to meet, explore, experience, learn and teach each other creative practices in various areas related to digital technology and arts. Guided by an Action Research approach, this work applies Lefebvre's triad of space (1991) to investigate the Edge as a social space from a conceived, perceived and lived point of view. Based on its creators' vision and goals on the conceived level, different embodied media are iteratively designed, implemented and evaluated towards shaping and amplifying the Edge's visitor experience on the perceived and lived level.
Social software and interactions in web design: an in situ exploration of tools & methods to support designer-client communication BIBAFull-Text 428-431
  Andrew Dekker
This paper outlines the scope, approach and current progress of a thesis which is investigating the role that Computer Mediated Communication (CMC) plays in supporting the design process within the web design industry. Specifically, the thesis investigates designerclient communication, and explores the issues with technologies to support this communication. This research is situated within the field of Computer Supported Cooperative Work (CSCW).
   Web design businesses use a variety of CMC tools to support communication with their clients; however they must rely on general purpose tools which the client has prior knowledge of. Social Software solutions which can better support these processes have yet to become adopted within the industry. The research question for this work is how can Social Software be better designed to support designer-client communication within web design businesses?
   A platform that facilitates the creation of Social Software will be designed, deployed and evaluated in situ to investigate the problems and opportunities for Social Software within this space. An iterative design process will be used to develop and evaluate the platform through the use of ethnographic action research and design thinking methods. The aim of the platform is to reduce the challenges of introducing new software into web design businesses, and evaluate the platform through participatory design studies of developing new tools which better support the design process. The results of the platform will be used to inform a design framework for Social Software designers wanting to develop tools to support communication in this context.
Designing interaction spaces for distributed collaborations BIBAFull-Text 432-434
  Jane Li
Collaborations in workplaces supported by new interaction technologies have become increasingly complex and enriched with diversity of information sharing and interaction. This research focuses on understanding the relationship between user, workplace, workspace and technology and how best to support the complex interactions that occur in these new forms technologies in real world applications. Based on three case studies we contribute to the field with principles and guidelines that support the design of collaboration in complex applications in the actual work practices.
Memorialising day-to-day content: bushfire affected communities BIBAFull-Text 435-437
  Joji Mori
Memorialising allows communities to commemorate or honour anything of significance, especially after tragic events which result in a large number of fatalities. This project will explore the use of day-to-day content of a digital nature to determine the role it can play in memorialising for communities. This could be content created of and by the deceased or survivors. It may also have been created before, during or after the disaster. Examples of relevant content could include digital photos, emails, mobile phone content and even social networking pages. The research approach will use a "Black Saturday" bushfire affected township in Victoria. Australia as a vehicle to 1. develop and deploy a memorial and 2. explore the role this day-to-day content may have in memorialising for the community.
OZCHI 2010 Doctorial Consortium application BIBAFull-Text 438-441
  Zachary Fitz-Walter
Video games have shown great potential as tools that both engage and motivate players to achieve tasks and build communities in fantasy worlds. We propose that the application of game elements to real world activities can aid in delivering contextual information in interesting ways and help young people to engage in everyday events. Our research will explore how we can unite utility and fun to enhance information delivery, encourage participation, build communities and engage users with utilitarian events situated in the real world. This research aims to identify key game elements that work effectively to engage young digital natives, and provide guidelines to influence the design of interactions and interfaces for event applications in the future. This research will primarily contribute to areas of user experience and pervasive gaming.
A human-centred context-aware approach to develop open-standard agile ridesharing using mobile social networks BIBAFull-Text 445-448
  Seyed Hadi Mirisaee
Expansion of mobile technologies provides new possibilities for people to exploit contextual information in order to improve their daily practices. However, they have not gained the traction that they might have, probably because the user interface designs in these systems are not very well considered. My research aim is to conceive a new human-centred context-aware approach in order to cover this gap and improve the usability of context-aware applications. As a case study in a challenging and cutting edge context-aware system, an agile ridesharing system is going to be developed and evaluated from the human perspective. The context-aware components are in the process of being implemented for the system and some interviews are being conducted to identify peoples, expectations from a ridesharing system.