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Designing Visual Complexity for Dual-screen Media Visual Design Principles for Unconventional Displays / Neate, Timothy / Evans, Michael / Jones, Matt Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.475-486
ACM Digital Library Link
Summary: So many people are now using handheld second screens whilst watching TV that application developers and broadcasters are designing companion applications Second screen content that accompanies a TV programme. The nature of such dual-screen use cases inherently causes attention to be split, somewhat unpredictably. Dual-screen complexity, a clear factor in this attention split, is largely unexplored by the literature and will have an unknown (and likely negative) impact on user experience (UX). Therefore, we use empirical techniques to investigate the objective and subjective effect of dual-screen visual complexity on attention distribution in a companion content scenario. Our sequence of studies culminates in the deployment of a companion application prototype that supports adjustment of complexity (by either content curator or viewer) to allow convergence on optimum experience. Our findings assist the effective design of dual-screen content, informing content providers how to manage dual second screen complexity for enhanced UX through a more blended, complementary dual-screen experience.

What you Sculpt is What you Get: Modeling Physical Interactive Devices with Clay and 3D Printed Widgets Prototyping for Fabricatio, 3D Designing, Modelling & Printing / Jones, Michael D. / Seppi, Kevin / Olsen, Dan R. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.876-886
ACM Digital Library Link
Summary: We present a method for fabricating prototypes of interactive computing devices from clay sculptures without requiring the designer to be skilled in CAD software. The method creates a "what you sculpt is what you get" process that mimics the "what you see is what you get" processes used in interface design for 2D screens. Our approach uses clay for modeling the basic shape of the device around 3D printed representations, which we call "blanks", of physical interaction widgets such as buttons, sliders, knobs and other electronics. Each blank includes 4 fiducial markers uniquely arranged on a visible surface. After scanning the sculpture, these fiducial marks allow our software to identify widget types and locations in the scanned model. The software then converts the scan into a printable prototype by positioning mounting surfaces, openings for the controls and a splitting plane for assembly. Because the blanks fit in the sculpted shape, they will reliably fit in the interactive prototype. Creating an interactive prototype requires about 30 minutes of human effort for sculpting, and after scanning, involves a single button click to use the process.

Emergeables: Deformable Displays for Continuous Eyes-Free Mobile Interaction Shape Changing Displays / Robinson, Simon / Coutrix, Céline / Pearson, Jennifer / Rosso, Juan / Torquato, Matheus Fernandes / Nigay, Laurence / Jones, Matt Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3793-3805
ACM Digital Library Link
Summary: In this paper we present the concept of Emergeables -- mobile surfaces that can deform or 'morph' to provide fully-actuated, tangible controls. Our goal in this work is to provide the flexibility of graphical touchscreens, coupled with the affordance and tactile benefits offered by physical widgets. In contrast to previous research in the area of deformable displays, our work focuses on continuous controls (e.g., dials or sliders), and strives for fully-dynamic positioning, providing versatile widgets that can change shape and location depending on the user's needs. We describe the design and implementation of two prototype emergeables built to demonstrate the concept, and present an in-depth evaluation that compares both with a touchscreen alternative. The results show the strong potential of emergeables for on-demand, eyes-free control of continuous parameters, particularly when comparing the accuracy and usability of a high-resolution emergeable to a standard GUI approach. We conclude with a discussion of the level of resolution that is necessary for future emergeables, and suggest how high-resolution versions might be achieved.

Mobile UX: Breaking the Glass to Richer User Experiences Course Overviews / Robinson, Simon / Jones, Matt Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.969-972
ACM Digital Library Link
Summary: Apps are changing the world. If you work for a bank, an airline, an art gallery or a even a local coffee shop, you'll probably have helped create an app to connect and transact with your customers and visitors. As users, we consume these bite-sized chunks of digital goodness voraciously, with some estimates putting total app downloads to date at over 100 billion. People find apps effective, satisfying and enjoyable. Meeting their needs, filling dead time, solving their problems. So, why are we organising a course that argues for some new thinking? We celebrate the success that is apps, services and the ecology of mobile devices; but, we want to ask the question: what do the current approaches to mobile interaction overlook? Is there more to user experience than can be expressed through today's heads-down, glass blunted and me-centred reality? We have both have had the great fortune to work and collaborate with research labs, practitioners and industry. The aim of this course is to connect the great app innovation that is out there with the sorts of alternative thinking that have been brewing in university and industry labs for several years. It seems obvious how things should develop in the mobile market-more apps, better screens, longer battery life, faster and faster networks, drawing us more and more towards the tempting pool that leads us to digital worlds that offer so much. We want to help undermine this certainty by challenging attendees to step back and look at alternative perspectives; changing the future but starting now.

Mobile Phone Access to a Sign Language Dictionary Poster Session 1 / Jones, Michael D. / Hamilton, Harley / Petmecky, James Seventeenth International ACM SIGACCESS Conference on Computers and Accessibility 2015-10-26 p.331-332
ACM Digital Library Link
Summary: We have built a functional prototype of a mobile phone app that allows children who are deaf to look up American Sign Language (ASL) definitions of printed English words using the camera on the mobile phone. In the United States, 90% of children who are deaf are born to parents who are not deaf and who do not know sign language [3]. In many cases, this means that the child will not be exposed to fluent sign language in the home and this can delay the child's acquisition of both their first signed language and a secondary written language [1]. Another consequence is that outside of school the child may not have easy access to people or services that can translate written English words into ASL signs. We have developed a prototype phone app that allows children who are deaf and their parents to look up ASL definitions of English words in printed books. The user aims the phone camera at the printed text, takes a picture and then clicks on a word to access the ASL definition. Our next steps are to explore the idea with children who are deaf and their parents, develop design guidelines for sign language dictionary apps, build the app using those guidelines and then to test the app with children who are deaf and their hearing parents.

Activity classification at a higher level: what to do after the classifier does its best? Activity recognition I / Younes, Rabih / Martin, Thomas L. / Jones, Mark Proceedings of the 2015 International Symposium on Wearable Computers 2015-09-07 p.83-86
ACM Digital Library Link
Summary: Research in activity classification has focused on the sensors, the classification techniques and the machine learning algorithms used in the classifier. In this work, we study a higher level of activity classification. We present two methods that can take the final observations of a classifier and improve them. The first method uses hidden Markov models to define a probabilistic model that can be used to improve classification accuracy. The second method is a novel method that we developed that uses probabilistic models along with matching costs in order to improve accuracy. Testing showed that both proposed methods presented a significant increase in classification accuracy rates, while also proving that they can both run in real time.

A Novel 3D Wheelchair Simulation System for Training Young Children with Severe Motor Impairments Children in HCI / Fu, Jicheng / Garien, Cole / Smith, Sean / Zeng, Wenxi / Jones, Maria HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.366-371
Keywords: Artificial intelligence; A*; Gaming technology; Power wheelchair; Secondary impairment; Severe motor impairment; Simulation
Link to Digital Content at Springer
Summary: Young children with severe motor impairments face a higher risk of secondary impairments in the development of social, cognitive, and motor skills, owing to the lack of independent mobility. Although power wheelchairs are typical tools for providing independent mobility, the steep learning curve, safety concerns, and high cost may prevent children aged 2-5 years from using them. We have developed a 3D wheelchair simulation system using gaming technologies for these young children to learn fundamental wheelchair driving skills in a safe, affordable, and entertaining environment. Depending on the skill level, the simulation system offers different options ranging from automatic control (i.e., the artificial intelligent (AI) module fully controls the wheelchair) to manual control (i.e., human users are fully responsible for controlling the wheelchair). Optimized AI algorithms were developed to make the simulation system easy and efficient to use. We have conducted experiments to evaluate the simulation system. The results demonstrate that the simulation system is promising to overcome the limitations associated with real wheelchairs meanwhile providing a safe, affordable, and exciting environment to train young children.

Designing attention for multi-screen TV experiences Work-in-progress (posters) / Neate, Timothy / Jones, Matt / Evans, Michael Proceedings of the 2015 British Human Computer Interaction Conference 2015-07-13 p.285-286
ACM Digital Library Link
Summary: In this Work-In-Progress we discuss our work on designing attention for multi-screen TV experiences. We first briefly describe the current trends, and then progress to touch on two investigations we have conducted. In the first study we look at current viewing habits, paying particular attention to how we deal with attention overload when viewing secondary devices while watching television. Then, we go on to describe work we have conducted into investigating how we may orchestrate attention between displays. We conclude by discussing our work's current trajectory, and then go on to state what it could mean for broadcasters and those who wish to design applications for multi-display TV experiences.

It's About Time: Smartwatches as Public Displays Smartwatch Interaction / Pearson, Jennifer / Robinson, Simon / Jones, Matt Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1257-1266
ACM Digital Library Link
Summary: Current uses of smartwatches are focused solely around the wearer's content, viewed by the wearer alone. When worn on a wrist, however, watches are often visible to many other people, making it easy to quickly glance at their displays. We explore the possibility of extending smartwatch interactions to turn personal wearables into more public displays. We begin opening up this area by investigating fundamental aspects of this interaction form, such as the social acceptability and noticeability of looking at someone else's watch, as well as the likelihood of a watch face being visible to others. We then sketch out interaction dimensions as a design space, evaluating each aspect via a web-based study and a deployment of three potential designs. We conclude with a discussion of the findings, implications of the approach and ways in which designers in this space can approach public wrist-worn wearables.

Mediating Attention for Second Screen Companion Content HCI at Home / Neate, Timothy / Jones, Matt / Evans, Michael Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3103-3106
ACM Digital Library Link
Summary: There is increasing interest in providing content to users on secondary devices while they watch TV. This material, termed companion content, can be anything from textual information, to interactive quiz games. It can be delivered throughout a broadcast and often directly relates to specific scenes in a show. This new scenario has exposed a challenging design space for creators of both the content and the enabling technology. A key question when introducing content on a secondary device is how much it detracts from, or enhances, the show the user is currently engaged with. To examine this, we investigated methods for mediating attention from the TV and onto a secondary device. By examining a typical use case we have been able to gain new insights into how best to design additional stimuli to alert users to companion content from both a broadcasting, and an HCI perspective.

Director: A Remote Guidance Mechanism WIP Theme: Novel Interfaces and Interaction Techniques / Betsworth, Liam / Jones, Matt Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1735-1740
ACM Digital Library Link
Summary: When using a mobile device as a navigation aid, we are used to receiving computer-generated routes and directions. Remote guidance, however, remains an underexplored design space in mobile interaction design. In this paper, we introduce Director, a novel, remote guidance mechanism for the positioning of people in outdoor spaces using mobile devices. We conducted a study to test our novel positioning technique, testing its guiding accuracy and effect on Preferred Walking Speed (PWS). Our results suggest that Director offers users a fun and playful experience, and that our novel guidance technique is a very accurate remote mechanism.

Growth, Change and Decay: Plants and Interaction Possibilities WIP Theme: Trust, Privacy and Emotions / Steer, Cameron / Robinson, Simon / Jones, Matt Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2037-2042
ACM Digital Library Link
Summary: Our work explores using plants as an interaction material to extend and disrupt existing notions of HCI. We focus in particular on how the affordances and properties of plants can be utilised for enhanced physical and emotional interaction between people and computers, with our core motive being to find methods of enriching user engagement. Moreover, we investigate whether plants could offer a new dimension of interaction and emotional attachment to computer interfaces. We conducted a study to observe people's interactions with prototype plant-based systems, and also interviewed them about future usage of plants in HCI. Our early findings indicate that using a plant-based interface triggered emotive connections, making interactions more enjoyable. In this work-in-progress, we discuss the results of this study, and consider the future potential for using plants as an interaction medium.

PaperChains: Dynamic Sketch+Voice Annotations Annotation Systems and Approaches / Pearson, Jennifer / Robinson, Simon / Jones, Matt Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.383-392
ACM Digital Library Link
Summary: In this paper we present a novel interface for collaborative creation of evolving audio-visual documents. PaperChains allows users to sketch on paper and then augment with digital audio, allowing both the physical and digital objects to evolve simultaneously over time. The technique we have developed focuses on affordability and accessibility in its design, using standard cameraphones and telephone connections, which allow it to be used in regions where literacy, technological experience and data connections cannot necessarily be taken for granted. The main use-case that we focus on in this paper is for collaborative storytelling, an area which has been well studied and previously proven to be of value in resource constrained environments. To investigate the relevance of the approach in these contexts, we undertook two usability evaluations in India and South Africa. Results from these investigations indicate users' ability to both create and interpret stories using the software, as well as demonstrating high overall usability and enjoyment. We end with a discussion of the implications of our design and opportunities for use in other contexts.

Extraction of Encumbered Anthropometric Measures from Whole-Body Scan Data Human Performance Modeling: HP7 -- Sensors, Biometrics, and Behavior / Jones, Monica L. H. / Lamb, Matthew / Shih, Jen M. V. / Sy, Lois A. / Keefe, Allan A. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.934-938
doi 10.1177/1541931214581196
Link to HFES Digital Content
Summary: Accurate capture of encumbered anthropometry is critical to ensure that the analysis and design of military platforms and workspaces account for the additional space required for clothing and PPE equipment. To examine the effect of encumbrance on spatial claim, a method was developed to obtain scan-extracted measures from detailed whole-body shape data. This analysis focused on comparing cross-sectional measures extracted from 3D scan data with measurements of the same participants obtained by traditional 1D techniques, while donning different levels of clothing and equipment.

Head mounted displays and deaf children: Facilitating Sign Language in Challenging Learning Environments Thursday short papers / Jones, Michael / Lawler, M. Jeannette / Hintz, Eric / Bench, Nathan / Mangrubang, Fred / Trullender, Mallory Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.317-320
ACM Digital Library Link
Summary: Head-mounted displays (HMDs) are evaluated as a tool to facilitate student-teacher interaction in sign language. Deaf or hard-of-hearing children who communicate in sign language receive all instruction visually. In normal deaf educational settings the child must split visual attention between signed narration and visual aids. Settings in which visual aids are distributed over a large visual area are particularly difficult. Sign language displayed in HMDs may allow a deaf child to keep the signed narration in sight, even when not looking directly at the person signing. Children from the community who communicate primarily in American Sign Language (ASL) participated in two phases of a study designed to evaluate the comfort and utility of viewing ASL in an HMD.

A billion signposts: repurposing barcodes for indoor navigation Novel approaches to navigation / Robinson, Simon / Pearson, Jennifer S. / Jones, Matt Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.639-642
ACM Digital Library Link
Summary: Barcodes are all around us -- on books, groceries and other products -- but these everyday markers are typically used for a single focused purpose. In this paper we explore the concept of "piggybacking" on ubiquitous markers to facilitate indoor navigation. Our initial probe -- BookMark -- allows library visitors to scan any nearby book to provide a custom map to the location of a desired item. In contrast to previous indoor navigation systems, our approach repurposes existing markers on physical items that are already in the navigation space, meaning that no additional infrastructure is required. We evaluated the BookMark probe in a large university library, showing its potential with real library users. In addition, we illustrate how the general technique shows further potential in other similar barcode-rich environments.

AudioCanvas: internet-free interactive audio photos Lost and found in translation / Robinson, Simon / Pearson, Jennifer S. / Jones, Matt Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3735-3738
ACM Digital Library Link
Summary: In this paper we present a novel interaction technique that helps to make textual information more accessible to those with low or no textual literacy skills. AudioCanvas allows cameraphone users to interact directly with their own photos of printed media to receive audio feedback or narration. The use of a remote telephone-based service also allows our design to be used over a standard phone line, removing the need for data connections, which can be problematic in developing regions. We show the value of the technique via user evaluations in both a rural Indian village and a South African township.

Designing speech and language interactions Workshop summaries / Munteanu, Cosmin / Jones, Matt / Whittaker, Steve / Oviatt, Sharon / Aylett, Matthew / Penn, Gerald / Brewster, Stephen / d'Alessandro, Nicolas Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.75-78
ACM Digital Library Link
Summary: Speech and natural language remain our most natural forms of interaction; yet the HCI community have been very timid about focusing their attention on designing and developing spoken language interaction techniques. While significant efforts are spent and progress made in speech recognition, synthesis, and natural language processing, there is now sufficient evidence that many real-life applications using speech technologies do not require 100% accuracy to be useful. This is particularly true if such systems are designed with complementary modalities that better support their users or enhance the systems' usability. Engaging the CHI community now is timely -- many recent commercial applications, especially in the mobile space, are already tapping the increased interest in and need for natural user interfaces (NUIs) by enabling speech interaction in their products. This multidisciplinary, one-day workshop will bring together interaction designers, usability researchers, and general HCI practitioners to analyze the opportunities and directions to take in designing more natural interactions based on spoken language, and to look at how we can leverage recent advances in speech processing in order to gain widespread acceptance of speech and natural language interaction.

In memory of Gary Marsden Departments / Jones, Matt / Rogers, Yvonne interactions 2014-03 v.21 n.2 p.6-7
ACM Digital Library Link

Doing innovation in the wild New spaces for design / Crabtree, A. / Chamberlain, A. / Davies, M. / Glover, K. / Reeves, S. / Rodden, T. / Tolmie, P. / Jones, Matt Proceedings of CHItaly '13: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 2013-09-16 p.25
ACM Digital Library Link
Summary: Doing research 'in the wild is becoming an increasingly popular approach towards developing innovative computing systems and applications. This paper reflects upon a research project conducted in the wild, and key aspects of the work involved in making the project work, to examine current tropes about the approach. It suggests that doing research in the wild is rather more complicated than is reflected in current understandings, and that even greater involvement of ethnographers, computer scientists, software engineers and other disciplines operating within systems design is needed if innovation is to be effectively driven within and by real world contexts of use.

Shedding light on retail environments Full Papers / Harwood, Tracy / Jones, Martin / Carreras, Ashley Proceedings of 2013 Eye Tracking South Africa 2013-08-29 p.2-7
ACM Digital Library Link
Summary: This paper presents an overview of research into consumer responses to lighting within retail stores using mobile eye-tracking. It begins with a brief review of pertinent literature in relation to lighting and visual attention. The study is small scale and experimental, using 3 scenarios with different lighting patterns on a visual merchandising unit. Tobii Mobile™ glasses were used to provide naturalistic visual attention data of consumer responses to the unit. Eye-tracking data was time interval content analysed by lighting scenario and position of focal attention on the unit. Data was subsequently analysed using repeated measures ANOVA to assess correlations. Findings highlight methodological implications as well as the roles of lighting and position of products. Future research directions are discussed.

ACQR: acoustic quick response codes for content sharing on low end phones with no internet connectivity Developing world / Pearson, Jennifer / Robinson, Simon / Jones, Matt / Nanavati, Amit / Rajput, Nitendra Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.308-317
ACM Digital Library Link
Summary: In this paper we introduce Acoustic Quick Response codes to facilitate sharing between Interactive Voice Response (IVR) service users. IVRs are telephone-based, and similar to the world wide web in many aspects, but currently lack support for content sharing. Our approach uses 'audio codes' to let people share their call positions, and allows callers to hold their normal (low-end) handsets together to synchronise. The technique uses remote generation and recognition of audio codes to ensure that sharing is possible on any type of phone without the need for textual literacy or an internet connection. We begin by exploring existing user needs for sharing, then evaluate the technical robustness of our audio-based design. We demonstrate the value of the approach for voice service users over several separate studies -- including an eight-month extended field deployment -- then conclude with a discussion of future possibilities for such scenarios.

Placebooks: Participation, Community, Design, and Ubiquitous Data Aggregation 'In the Wild' Personalized Information and Interaction / Chamberlain, Alan / Crabtree, Andy / Davies, Mark / Glover, Kevin / Reeves, Stuart / Tolmie, Peter / Jones, Matt HIMI 2013: Human Interface and the Management of Information, Part I: Information and Interaction Design 2013-07-21 v.1 p.411-420
Keywords: collaborative work; Community computing; Electronic publishing; Participatory design; Quality of life and lifestyle
Link to Digital Content at Springer
Summary: This paper outlines and describes the development of a multi-media data aggregation system called Placebooks. Placebooks was developed as a ubiquitous toolkit aimed at allowing people in rural areas to create and share digital books that contained a variety of media, such as: maps; text; videos; audio and images. Placebooks consists of two parts: 1) a web-based editor and viewer, and 2) an Android app that allows the user to download and view books. In particular, the app allows the user to cache content, thereby negating the need for 3G networks in rural areas where there is little-to-no 3G coverage. Both the web-based tools and the app were produced in the English and Welsh languages. The system was developed through working with local communities using participatory approaches: working 'in the wild'. Placebooks is currently being used by a Welsh Assembly Government project called the People's Collection of Wales/ Casgliad y Werin.

Owl pellets and head-mounted displays: a demonstration of visual interaction for children who communicate in a sign language Demos / Jones, Michael / Lawler, Jeannette / Hintz, Eric / Bench, Nathan / Mangrubang, Fred Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.535-538
ACM Digital Library Link
Summary: This demonstration will provoke discussion of the role of head mounted displays (HMD) in Deaf science education for children. The demonstration mimics the classroom laboratory experience of children who are Deaf or hard-of-hearing. When these children dissect an owl pellet, their teachers can not stand behind them and offer instruction over their shoulder while the students looks at the specimen. A teacher can sign for the student but this requires the student to switch visual attention back and forth between the specimen and the signing teacher. This can be difficult if the specimen is on a table and the teacher is standing nearby. HMDs allow students to put the signing teacher and the laboratory specimen in close visual proximity. Participants in our demonstration will be given an owl pellet study kit and no verbal instruction. Participants will be asked to use visual aids to identify bones in the pellet. Some participants will view the visual aids on a poster placed behind them. Others will view visual aids in an HMD.

Give and take: audio gift giving to support research practices Evaluation and design methods / Thom, Emma / Jones, Matt Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.235-240
ACM Digital Library Link
Summary: In this paper, we introduce and explore continuing research based around the Audio Gift system. Audio Gift uses hand-only gestures along with haptic feedback to capture and share audio notes from a discussion. The aim is to enhance, in a subtle way, the capture of key points during a research discussion. In addition to describing the prototype, we present observations and findings of an exploratory field study with archaeologists. These findings highlight the value and challenges of Audio Gift.
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