HeartPlotter: Visualizing Bio-data by Drawing on Paper
Late-Breaking Works: Extending User Capabilities
/
Yu, Bin
/
Arents, Rogier
/
Funk, Mathias
/
Hu, Jun
/
Feijs, Loe M. G.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1794-1799
© Copyright 2016 ACM
Summary: This paper reintroduces pen plotting to interaction and visualization design
through the project of HeartPlotter. The HeartPlotter collects the user's
heartbeat data, maps the data into the pen movements, then presents the
real-time variations in heart rate through its mechanical movements and sounds,
and finally delivers the overall HRV information in a compact form as one
drawing on paper. In this pilot study, we experimented with three basic
mappings between data and visualizations by controlling the pen movement in
speed, path and pen-down timing. The results show that the pen's speed could
present changing heart rate data in real-time and the pen's path mainly affects
the data visualization and the aesthetic of the plotted drawings. Finally, we
discuss the possibility and limitations of the pen plotter used in information
display and interaction design.
LivingSurface: Biofeedback through Shape-changing Display
Keep In Shape
/
Yu, Bin
/
Bongers, Nienke
/
van Asseldonk, Alissa
/
Hu, Jun
/
Funk, Mathias
/
Feijs, Loe
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.168-175
© Copyright 2016 ACM
Summary: In this paper we describe the concept, design and implementation of
LivingSurface, an interactive wall-like surface as a shape-changing display of
biofeedback. The surface changes its shape responding to an individual's
physiological data, reflecting the internal bodily processes. The surface
design basically consists of two layers: the pattern layer (front layer) and
the actuating layer (back layer). The first is a complex paper-based structure
with repetitive incisions created by laser cutting. The actuating layer serves
as a medium transforming the force from servomotors, vibration motors or fans
into an action on the pattern layer. The cutout patterns are stimulated to
vibrate, swing, bulge, or rotate which is used to display physiological
information in dynamic physical form. This work has been exhibited on Milan
Design Week 2015; we collected and analyzed the feedback from the visitors
during the exhibition and discuss the possibilities of the proposed surfaces as
a shape-changing interface of biofeedback or an ambient display of information.
Heart Calligraphy: an Abstract Portrait Inside the Body
Art Exhibition
/
Yu, Bin
/
Arents, Rogier
/
Hu, Jun
/
Funk, Mathias
/
Feijs, Loe
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.675-680
© Copyright 2016 ACM
Summary: Heart Calligraphy is a biofeedback installation that creates abstract
portraits of participants with their heartbeat data using a pen plotter. The
real-time heart rate is mapped to the basic parameters of the pen's behaviors,
namely speed, position, pressure and pen-down time. Due to the natural
variability in heart rate, every portrait becomes personal and unique graphic,
which reflects the natural biorhythm inside human body. The installation
explores the role of the body as a channel through which physiology manifests
itself in a form of beauty.
Using In-Situ Projection to Support Cognitively Impaired Workers at the
Workplace
Accessibility and Work
/
Funk, Markus
/
Mayer, Sven
/
Schmidt, Albrecht
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.185-192
© Copyright 2015 ACM
Summary: Today's working society tries to integrate more and more impaired workers
into everyday working processes. One major scenario for integrating impaired
workers is in the assembly of products. However, the tasks that are being
assigned to cognitively impaired workers are easy tasks that consist of only a
small number of assembly steps. For tasks with a higher number of steps,
cognitively impaired workers need instructions to help them with assembly.
Although supervisors provide general support and assist new workers while
learning new assembly steps, sheltered work organizations often provide
additional printed pictorial instructions that actively guide the workers. To
further improve continuous instructions, we built a system that uses in-situ
projection and a depth camera to provide context-sensitive instructions. To
explore the effects of in-situ instructions, we compared them to
state-of-the-art pictorial instructions in a user study with 15 cognitively
impaired workers at a sheltered work organization. The results show that using
in-situ instructions, cognitively impaired workers can assemble more complex
products up to 3 times faster and with up to 50% less errors. Further, the
workers liked the in-situ instructions provided by our assistive system and
would use it for everyday assembly.
DroneNavigator: Using Drones for Navigating Visually Impaired Persons
Poster Session 1
/
Avila, Mauro
/
Funk, Markus
/
Henze, Niels
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.327-328
© Copyright 2015 ACM
Summary: Even after decades of research about navigation support for visually
impaired people, moving independently still remains a major challenge. Previous
work in HCI explored a large number of navigation aids, including auditory and
tactile guidance systems. In this poster we propose a novel approach to guide
visually impaired people. We use small lightweight drones that can be perceived
through the distinct sound and the airflow they naturally produce. We describe
the interaction concept we envision, first insights from proof-of-concept tests
with a visually impaired participant, and provide an overview of potential
application scenarios.
Breathe with Touch: A Tactile Interface for Breathing Assistance System
HCI in Healthcare
/
Yu, Bin
/
Feijs, Loe
/
Funk, Mathias
/
Hu, Jun
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III
2015-09-14
v.3
p.45-52
Keywords: Tactile interface; Biofeedback; Breathing assistance; Relaxation
© Copyright 2015 Springer International Publishing Switzerland
Summary: Breathing techniques have been widely used as an aid in stress-reduction and
relaxation exercises. Most breathing assistance systems present breathing
guidance in visual or auditory forms. In this study, we explored a tactile
interface of a breathing assistance system by using a shape-changing airbag. We
hypothesized that it would help users perform the breathing exercise more
effectively and enhance their relaxing experience. The feasibility of the
tactile interface was evaluated from three aspects: stress reduction, breathing
training and interface usability. The results showed that for most
participants, the overall heart rate variability were improved after breathing
training. Moreover, "Breathe with Touch" brought users better satisfaction
during the exercise. We discuss these results and future design implications
for designing tactile interfaces for breathing guidance.
Pick from here!: an interactive mobile cart using in-situ projection for
order picking
For the better workplace
/
Funk, Markus
/
Shirazi, Alireza Sahami
/
Mayer, Sven
/
Lischke, Lars
/
Schmidt, Albrecht
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.601-609
© Copyright 2015 ACM
Summary: Order Picking is not only one of the most important but also most mentally
demanding and error-prone tasks in the industry. Both stationary and wearable
systems have been introduced to facilitate this task. Existing stationary
systems are not scalable because of the high cost and wearable systems have
issues being accepted by the workers. In this paper, we introduce a mobile
camera-projector cart called OrderPickAR, which combines the benefits of both
stationary and mobile systems to support order picking through Augmented
Reality. Our system dynamically projects in-situ picking information into the
storage system and automatically detects when a picking task is done. In a lab
study, we compare our system to existing approaches, i.e, Pick-by-Paper,
Pick-by-Voice, and Pick-by-Vision. The results show that using the proposed
system, order picking is almost twice as fast as other approaches, the error
rate is decreased up to 9 times, and mental demands are reduced up to 50%.
Comparing projected in-situ feedback at the manual assembly workplace with
impaired workers
Usability and HCI issues
/
Funk, Markus
/
Bächler, Andreas
/
Bächler, Liane
/
Korn, Oliver
/
Krieger, Christoph
/
Heidenreich, Thomas
/
Schmidt, Albrecht
Proceedings of the 2015 International Conference on PErvasive Technologies
Related to Assistive Environments
2015-07-01
p.1
© Copyright 2015 ACM
Summary: With projectors and depth cameras getting cheaper, assistive systems in
industrial manufacturing are becoming increasingly ubiquitous. As these systems
are able to continuously provide feedback using in-situ projection, they are
perfectly suited for supporting impaired workers in assembling products.
However, so far little research has been conducted to understand the effects of
projected instructions on impaired workers. In this paper, we identify common
visualizations used by assistive systems for impaired workers and introduce a
simple contour visualization. Through a user study with 64 impaired
participants we compare the different visualizations to a control group using
no visual feedback in a real world assembly scenario, i.e. assembling a clamp.
Furthermore, we introduce a simplified version of the NASA-TLX questionnaire
designed for impaired participants. The results reveal that the contour
visualization is significantly better in perceived mental load and perceived
performance of the participants. Further, participants made fewer errors and
were able to assemble the clamp faster using the contour visualization compared
to a video visualization, a pictorial visualization and a control group using
no visual feedback.
Design approaches for the gamification of production environments: a study
focusing on acceptance
Usability and HCI issues
/
Korn, Oliver
/
Funk, Markus
/
Schmidt, Albrecht
Proceedings of the 2015 International Conference on PErvasive Technologies
Related to Assistive Environments
2015-07-01
p.6
© Copyright 2015 ACM
Summary: Gamification is an ever more popular method to increase motivation and user
experience in real-world settings. It is widely used in the areas of marketing,
health and education. However, in production environments, it is a new concept.
To be accepted in the industrial domain, it has to be seamlessly integrated in
the regular work processes.
In this work we make the following contributions to the field of
gamification in production: (1) we analyze the state of the art and introduce
domain-specific requirements; (2) we present two implementations gamifying
production based on alternative design approaches; (3) these are evaluated in a
sheltered work organization. The comparative study focuses acceptance,
motivation and perceived happiness.
The results reveal that a pyramid design showing each work process as a step
on the way towards a cup at the top is strongly preferred to a more abstract
approach where the processes are represented by a single circle and two bars.
Social Media as ad hoc Design Collaboration Tools
Design methods and collaboration Tools
/
Alcántara, Jesús Muñoz
/
Markopoulos, Panos
/
Funk, Mathias
Proceedings of the 2015 Annual European Conference on Cognitive Ergonomics
2015-07-01
p.8
© Copyright 2015 Authors
Summary: This paper explores the extent to which existing online collaboration tools
support the demands encountered during the early stages of the creative design
process. Results from a web survey among design communities and the interviews
with 9 designers suggest that Facebook is the most used platform to collaborate
with other designers. A qualitative analysis of the data collected reveals that
existing tools do not properly support the social processes that define the
design process. Furthermore, the design process is affected by the huge amount
of information and the inability to filter out and connect the different
information provided by the collection of tools. We conclude with a discussion
of the results and challenges for future collaboration tools.
Towards a gamification of industrial production: a comparative study in
sheltered work environments
Playful interaction
/
Korn, Oliver
/
Funk, Markus
/
Schmidt, Albrecht
ACM SIGCHI 2015 Symposium on Engineering Interactive Computing Systems
2015-06-23
p.84-93
© Copyright 2015 ACM
Summary: Using video game elements to improve user experience and user engagement in
non-game applications is called "gamification". This method of enriching
human-computer interaction has been applied successfully in education, health
and general business processes. However, it has not been established in
industrial production so far.
After discussing the requirements specific for the production domain we
present two workplaces augmented with gamification. Both implementations are
based on a common framework for context-aware assistive systems but exemplify
different approaches: the visualization of work performance is complex in
System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers,
we analyze and compare the systems' effects on work and on workers. We show
that gamification leads to a speed-accuracy-tradeoff if no quality-related
feedback is provided. Another finding is that there is a highly significant
raise in acceptance if a straightforward visualization approach for
gamification is used.
TUIs in the Large: Using Paper Tangibles with Mobile Devices
WIP Theme: Mobile Interactions
/
Wolf, Katrin
/
Schneegass, Stefan
/
Henze, Niels
/
Weber, Dominik
/
Schwind, Valentin
/
Knierim, Pascal
/
Mayer, Sven
/
Dingler, Tilman
/
Abdelrahman, Yomna
/
Kubitza, Thomas
/
Funk, Markus
/
Mebus, Anja
/
Schmidt, Albrecht
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1579-1584
© Copyright 2015 ACM
Summary: Tangible user interfaces (TUIs) have been proposed to interact with digital
information through physical objects. However being investigated since decades,
TUIs still play a marginal role compared to other UI paradigms. This is at
least partially because TUIs often involve complex hardware elements, which
make prototyping and production in quantities difficult and expensive. In this
paper we present our work towards paper TUIs (pTUIs) -- easily makeable
interactive TUIs using laser-cut paper, brass fasteners, metal bands, mirror
foils, and touch screen devices as platform. Through three examples we
highlight the flexibility of the approach. We rebuilt the seminal work URP to
show that pTUIs can replicate existing TUIs in DIY manufacturing. We
implemented tangible Pong being controlled by paper rackets to show that pTUIs
can be used in highly interactive systems. Finally, we manufactured an
interactive Christmas card and distributed it to 300 recipients by mail to show
that pTUIs can be used as apparatus to explore how pTUIs are used outside the
lab in real life.
Interactive Storytelling in a Mixed Reality Environment: The Effects of
Interactivity on User Experiences
Digital Games and Interactive Entertainment
/
Nakevska, Marija
/
van der Sanden, Anika
/
Funk, Mathias
/
Hu, Jun
/
Rauterberg, Matthias
Proceedings of the 2014 International Conference on Entertainment Computing
2014-10-01
p.52-59
Keywords: interactive storytelling; mixed reality; immersiveness
© Copyright 2014 IFIP
Summary: Interactive storytelling in a mixed reality environment merges digital and
physical information and features. It usually uses an augmentation of the
real-world and physically-based interaction to create an immersive experience
that corresponds to the dramatic storyline of the interactive narrative
influenced by the actions of the user. Immersiveness is a crucial aspect of
such an installation, and can be influenced by multiple factors such as video,
sounds, interaction and, finally, the density of all combined stimuli. We used
one of the stages from our interactive ALICE installation to investigate
immersiveness and its contributing factors in a between-group design with a
special focus on the effects of interactivity, and the feedback and feedforward
stimuli of the environment on the users' experiences. The study was carried out
with 41 participants and the results showed that immersiveness not necessarily
depends on the modality of stimuli, but instead on their time-density.
Designing Interactive Public Art Installations: New Material Therefore New
Challenges
Interactive Art, Performance and Novel Interactions
/
Hu, Jun
/
Funk, Mathias
/
Zhang, Yu
/
Wang, Feng
Proceedings of the 2014 International Conference on Entertainment Computing
2014-10-01
p.199-206
© Copyright 2014 IFIP
Summary: The new materials in public art installations give the birth to
interactivity and participation, which in turn, introduces new challenges, not
only in the creative design process, but also in how to involve the
participants in this process and in evaluating the targeted experience such as
such as social connectedness and inclusion. Six design cases are presented, as
examples for interactive and participatory forms of these installations. The
design techniques and the user experience evaluation methods overlap in these
cases and many of these techniques and methods have been found to be useful in
our practice.
Eco-feedback for non-consumption
Posters
/
Lim, Veranika
/
Janmaat, Joes
/
Jense, Arvid
/
Funk, Mathias
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.99-102
© Copyright 2014 ACM
Summary: Eco-feedback is a strategy to increase awareness of resource use and to
encourage conservation. We applied eco-feedback on household food waste with
the prospective to increase awareness and explore its impact on food related
decision-making. In this paper we present a prototype of an eco-feedback system
for food waste, which was deployed in a student house. In preliminary findings,
participants indicated positive effects on dealing with leftovers, food
preparation and reflection about food waste issues, when eco-feedback was
deployed. Findings are used for the next design iteration of the concept and,
for more concluding results, in a larger-scale evaluation.
Experio: a Design for Novel Audience Participation in Club Settings
Papers: Collaborative Music Making
/
van Hout, Bastiaan
/
Giacolini, Luca
/
Hengeveld, Bart
/
Funk, Mathias
/
Frens, Joep
NIME 2014: New Interfaces for Musical Expression
2014-06-30
p.18
© Copyright 2014 Authors
Summary: When looking at modern music club settings, especially in the area of
electronic music, music is consumed in a unidirectional way -- from DJ or
producer to the audience -- with little direct means to influence and
participate. In this paper we challenge this phenomenon and aim for a new bond
between the audience and the DJ through the creation of an interactive dance
concept: Experio. Experio allows for multiple audience participants influencing
the musical performance through dance, facilitated by a musical moderator using
a tailored interface. This co-creation of electronic music on both novice and
expert levels is a new participatory live performance approach, which is
evaluated on the basis of thousands of visitors who interacted with Experio
during several international exhibitions.
Demos
NIME 2014: New Interfaces for Musical Expression
2014-06-30
p.48
© Copyright 2014 Authors
CollideFx: A Physics-Based Audio Effects Processor
+ Gnegy, Chet
Evaluating the Perceived Similarity Between Audio-Visual Features Using Corpus-Based Concatenative Synthesis
+ Tsiros, Augoustinos
Experio: a Design for Novel Audience Participation in Club Settings
+ van Hout, Bastiaan
+ Giacolini, Luca
+ Hengeveld, Bart
+ Funk, Mathias
+ Frens, Joep
Rhythm Apparatus on Overhead
+ Faubel, Christian
SPINE: A TUI Toolkit and Physical Computing Hybrid
+ Hadjakos, Aristotelis
+ Waloschek, Simon
Striso, A Compact Expressive Instrument Based On A New Isomorphic Note Layout
+ van der Torren, Piers Titus
The Composing Hand: Musical Creation with Leap Motion and the BigBang Rubette
+ Tormoen, Daniel
+ Thalmann, Florian
+ Mazzola, Guerino
The Owl Programmable Stage Effects Pedal: Revising The Concept Of The On-Stage Computer For Live Music Performance
+ Webster, Thomas
+ LeNost, Guillaume
+ Klang, Martin
Visualizing Song Structure on Timecode Vinyls
+ Heller, Florian
+ Borchers, Jan
Design for Social Interaction in Public Spaces
Social Aspects and Implications of Cross-Cultural Design
/
Hu, Jun
/
Frens, Joep
/
Funk, Mathias
/
Wang, Feng
/
Zhang, Yu
CCD 2014: 6th International Conference on Cross-Cultural Design
2014-06-22
p.287-298
© Copyright 2014 Springer International Publishing
Summary: The merge of the Web of People and the Internet of Things leads to a shift
from technology-push product or system oriented design to data-driven service
centric design. The growth and development of social computing have
dramatically increased the complexity but also offer new opportunities and
solutions in the societal context. We look into the challenges in designing for
social interaction in public spaces, in particular in cities and professional
environments. With several examples in designing interactive public
installations, we present the design techniques and practices used in these
examples, as well as the evaluation methods that have been found to be useful
in evaluating the user experience such as social connectedness and inclusion.
Scripting Interactive Art Installations in Public Spaces
Design Theories, Methods and Tools
/
Zhang, Yu
/
Frens, Joep
/
Funk, Mathias
/
Hu, Jun
/
Rauterberg, Matthias
HCI International 2014: 16th International Conference on HCI, Part I:
Theories, Methods, and Tools
2014-06-22
v.1
p.157-166
Keywords: Interactive Art Installations; Public Spaces; Script; Traditional Dynamic
Art Forms
© Copyright 2014 Springer International Publishing
Summary: Traditional dynamic arts have much to offer and it is time to explore how
the elements and techniques from stage performances could contribute to
interaction design. We try to apply performance techniques and elements from
dynamic art forms in the design process of interactive art installations for
public spaces. Currently we try not to identify new technologies; instead we
investigate how the installation would blossom when approached from a
performance art perspective that essentially includes the users as well as a
broader physical or social context. This paper introduces the role and function
of script in the field of interactive art installation in public spaces. Script
inspired from traditional dynamic art forms opens up new design opportunities.
This paper discusses these opportunities, followed by an example how this
approach can be applied in the design of a public art installation.
Beat my bass, pluck my drum
Provocations and work-in-progress (P-WiP)
/
Hengeveld, Bart
/
Funk, Mathias
/
Doing, Vleer
Companion Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.2
p.49-52
© Copyright 2014 ACM
Summary: Beating a bass, plucking a drum -- new systems of instruments make it
possible. In this paper we describe recent research into networked musical
instruments for group improvisation; instruments that reciprocally influence
each other's behaviour, making, contrary to what we are used to, the
interaction with them unpredictable, unstable, out of control, but highly
interesting and exciting for both musician and the audience. This research will
not only result in different ways of musical expression, but also teach us
lessons about how to design open systems. We describe our theoretical starting
points, the set-up of our research case, as well as one example design: a
two-stringed synthesizer controller and an augmented percussive instrument that
influence each other's tonal characteristics. With these instruments
collaboration is a must. There is no 'i' in network.
Feeding a monster or doing good? Mining Industrial Design Student Feedback
at Large
/
Funk, Mathias
/
van Diggelen, Migchiel
Proceedings of the 2014 Workshop on Interaction Design in Educational
Environments
2014-06-09
p.59-63
© Copyright 2014 ACM
Summary: In this paper, we describe work in progress, a study of a large database of
written university teacher feedback given to Industrial Design students
throughout the semester, over several years. This large corpus is captured
technically in a database, but conceptually organized into several feedback
moments per semester, which will be analyzed using a newly developed framework
targeting Industrial Design education at the university level. Essential
aspects of this paper focus on the translation of related work in the area of
feedback mechanisms for higher education into a tailored framework for feedback
in the area of Industrial Design, and the translation of the existing corpus of
data into indicators of feedback quality and how feedback is received and
further on used by students in their learning process. Outcomes will be used to
further investigate how the quality of feedback evolves and to develop better
tools for feedback. With this paper we aim at opening the discussion about our
intended process and methodology, as well as inspiration for aspects we have
missed so far.
Context-aware assistive systems at the workplace: analyzing the effects of
projection and gamification
Usability and HCI issues
/
Korn, Oliver
/
Funk, Markus
/
Abele, Stephan
/
Hörz, Thomas
/
Schmidt, Albrecht
Proceedings of the 2014 International Conference on PErvasive Technologies
Related to Assistive Environments
2014-05-27
p.37
© Copyright 2014 ACM
Summary: Context-aware assistive systems (CAAS) have become ubiquitous in cars or
smartphones but not in industrial work contexts: while there are systems
controlling work results, context-specific assistance during the processes is
hardly offered. As a result production workers still have to rely on their
skills and expertise. While un-impaired workers may cope well with this
situation, elderly or impaired persons in production environments need
context-sensitive assistance.
The contribution of the research presented here is three-fold: (1) We
provide a framework for context-aware assistive systems in production
environments. These systems are based on motion recognition and use projection
and elements from game design (gamification) to augment work. (2) Based on this
framework we describe a prototype with respect to both the physical and the
software implementation. (3) We present the results of a study with impaired
workers and quantifying the effects of the augmentations on work speed and
quality.
An augmented workplace for enabling user-defined tangibles
Works-in-progress
/
Funk, Markus
/
Korn, Oliver
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1285-1290
© Copyright 2014 ACM
Summary: In this work, we introduce a novel setup for an augmented workplace, which
allows for defining and interacting with user-defined tangibles.
State-of-the-art tangible user interface systems equip both the underlying
surface and the tangible control with sensors or markers. At the workplace,
having one unique tangible for each available action results in confusion.
Furthermore, tangible controls mix with regular objects and induce a messy
desk. Therefore, we introduce the concept of user-defined tangibles, which
enable a spontaneous binding between physical objects and digital functions.
With user-defined tangibles the need for specially designed tangible controls
disappears and each physical object on the augmented workplace can be turned
into a tangible control. We introduce a prototypical system and outline an
interaction concept.
Using a touch-sensitive wristband for text entry on smart watches
Works-in-progress
/
Funk, Markus
/
Sahami, Alireza
/
Henze, Niels
/
Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2305-2310
© Copyright 2014 ACM
Summary: The ongoing miniaturization of computing devices enabled smart watches with
capabilities almost on par with smart phones. Due to immanent size restrictions
smart watches require specifically designed input and output techniques. In
particular, entering text is often needed when interacting with computers but
the watches' small size excludes common input techniques. In this paper we
propose a text entry technique using a touch sensitive wristband. Using the
wristband requires no screen space besides displaying the current character and
might enable cheaper devices. In an experiment we compare a linear keyboard and
a multitap keyboard layout. We show that users type faster and make fewer
errors using multitap. We argue that the inexpensive sensors enable the
integration in low cost wearable watches that require text entry occasionally.
Social recipe recommendation to reduce food waste
Works-in-progress
/
Yalvaç, Fulya
/
Lim, Veranika
/
Hu, Jun
/
Funk, Mathias
/
Rauterberg, Matthias
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2431-2436
© Copyright 2014 ACM
Summary: Little attention has been given to food waste prevention in households by
changing consumers' behaviors. In this paper, we present a social recipe
recommender which is a mobile application being developed to reduce food waste
in households by recommending recipes to a group of connected people. The
application will allow the logging of food and waste related daily practices
and will persuade a group of users to share their food by recommending recipes
based on available ingredients within this group. The method of data
collection, persuasion and the experiments are described through this paper.