Personal Tracking of Screen Time on Digital Devices
Behavioral Change
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Rooksby, John
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Asadzadeh, Parvin
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Rost, Mattias
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Morrison, Alistair
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Chalmers, Matthew
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.284-296
© Copyright 2016 ACM
Summary: Numerous studies have tracked people's everyday use of digital devices, but
without consideration of how such data might be of personal interest to the
user. We have developed a personal tracking application that enables users to
automatically monitor their 'screen time' on mobile devices (iOS and Android)
and computers (Mac and Windows). The application interface enables users to
combine screen time data from multiple devices. We trialled the application for
28+ days with 21 users, collecting log data and interviewing each user. We
found that there is interest in personal tracking in this area, but that the
study participants were less interested in quantifying their overall screen
time than in gaining data about their use of specific devices and applications.
We found that personal tracking of device use is desirable for goals including:
increasing productivity, disciplining device use, and cutting down on use.
The Internet of Playful Things
Workshops & Courses
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Wyeth, Peta
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Brereton, Margot
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Roe, Paul
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Morrison, Ann
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Rogers, Yvonne
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Soro, Alessandro
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Johnson, Daniel
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.821-826
© Copyright 2015 ACM
Summary: This one-day workshop brings together researchers and practitioners to share
knowledge and practices on how people can connect and interact with the
Internet of Things in a playful way. Open to participants with a diverse range
of interests and expertise, and by exploring novel ways to playfully connect
people through their everyday objects and activities, the workshop will
facilitate discussion across a range of HCI discipline areas. The outcomes from
the workshop will include an archive of participants' initial position papers
along with the materials created during the workshop. The result will be a road
map to support the development of a Model of Playful Connectedness, focusing on
how best to design and make playful networks of things, identifying the
challenges that need to be addressed in order to do so.
Configuring Attention in the Multiscreen Living Room
Papers
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Rooksby, John
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Smith, Timothy E.
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Morrison, Alistair
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Rost, Mattias
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Chalmers, Matthew
Proceedings of the 14th European Conference on Computer-Supported
Cooperative Work
2015-09-19
p.243-261
© Copyright 2015 Springer International Publishing Switzerland
Summary: We have conducted a video study of households in Scotland with cohabiting
students and young professionals. In this paper we unpack five examples of how
mobile devices are used by people watching television. In the examples we
explore how screens are used together (a) in a physical ecology, (b) in an
embodied way, (c) in an orderly way, and (d) with respect to others. We point
out that mobile devices are routinely used to access media that is unconnected
and unrelated to media on television, for example for sending and receiving
messages, browsing social media, and browsing websites. We suggest that mobile
devices are not used to directly enhance television programmes, but to enhance
leisure time. We suggest that it is important, when considering mobile devices
as second screens, not just to treat these as a design topic, but to pay
attention to how they are interactionally integrated into the living room.
Designing a Vibrotactile Language for a Wearable Vest
Wearable DUXU
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Morrison, Ann
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Knoche, Hendrik
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Manresa-Yee, Cristina
DUXU 2015: Fourth International Conference on Design, User Experience, and
Usability, Part II: Users and Interactions
2015-08-02
v.2
p.655-666
Keywords: Wearable technology; Vibrotactile patterns; Calming effects
© Copyright 2015 Springer International Publishing Switzerland
Summary: We designed a wearable vest that houses a set of actuators to be placed at
specific points on the body. We developed vibrotactile patterns to induce five
sensation types: (1) Calming, (2 patterns, Up and Down back) (2) Feel Good (4
patterns in different directions around the waist), (3) Activating (2 patterns,
Tarzan and Shiver, on top front of body and then down the back as well for
Shiver), (4) Navigation (2 patterns, Turn Left and Turn Right, prompting on
back then opposite side front waist) for full body turning and (5) Warning, (1
pattern on solar plexus) to slow down or stop the wearers. We made an overlap
between the pulses, which were of longer durations than the short burst
saltation pulses designed to induce muscle movement. Our participants responded
well to the Calming and Feel Good patterns, but reported mixed responses to
Activation, Navigation and Warning patterns.
Pass the Ball: Enforced Turn-Taking in Activity Tracking
Experience Design for Games
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Rooksby, John
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Rost, Mattias
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Morrison, Alistair
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Chalmers, Matthew
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2417-2426
© Copyright 2015 ACM
Summary: We have developed a mobile application called Pass The Ball that enables
users to track, reflect on, and discuss physical activity with others. We
followed an iterative design process, trialling a first version of the app with
20 people and a second version with 31. The trials were conducted in the wild,
on users' own devices. The second version of the app enforced a turn-taking
system that meant only one member of a group of users could track their
activity at any one time. This constrained tracking at the individual level,
but more successfully led users to communicate and interact with each other. We
discuss the second trial with reference to two concepts: social-relatedness and
individual-competence. We discuss six key lessons from the trial, and identify
two high-level design implications: attend to "practices" of tracking; and look
within and beyond "collaboration" and "competition" in the design of activity
trackers.
First Insights with a Vibrotactile Interface for Children with Multiple
Disabilities
WIP Theme: Accessibility
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Manresa-Yee, Cristina
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Morrison, Ann
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Muntaner, Joan Jordi
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.905-910
© Copyright 2015 ACM
Summary: Designing and evaluating interactive systems for users with multiple
disabilities is a challenge due to their cognitive, sensory, physical and
behavioral conditions. Vibrotactile interfaces to motivate users' actions exist
for users with hearing and sight impairments, but there are hardly any for
users with multiple disabilities. We developed V-Sense, a vibrotactile
interface that encourages children with multiple disabilities to move their
arms by using vibrations and exploiting the saltation perceptual illusion. In
this paper we describe our initial experience evaluating the interface with 5
children for 7 weeks and we discuss the first insights concerning the use of
the interface and the difficulties encountered while conducting the evaluation
sessions.
Improving consent in large scale mobile HCI through personalised
representations of data
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Morrison, Alistair
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McMillan, Donald
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Chalmers, Matthew
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.471-480
© Copyright 2014 ACM
Summary: In using 'app store'-style software repositories to distribute research
applications, substantial ethical challenge exists in gaining informed consent
from potential participants. Standard 'terms and conditions' pages are commonly
used, but we find they fail to communicate relevant information to users. We
suggest interrupting use of an application with a visual representation of
collected data, rather than merely providing a description at first launch.
Data collected, but not uploaded, before this can be used to create
personalised examples of what will be shared. We experiment with different ways
of presenting this information and allowing opt-out mechanisms, finding that
users are more concerned when presented with a visual, personalised
representation, and consequently stop using the application sooner. We observe
a particular difference in non-English speakers, suggesting that our proposed
approach might be especially appropriate for global trials, where not all users
will be able to understand researchers' disclosures of data logging intent.
Participatory design through a cultural lens: insights from postcolonial
theory
Short papers: Reflecting methods in context II
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Mainsah, Henry
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Morrison, Andrew
Proceedings of the 13th Participatory Design Conference. Volume 2: Short
Papers, Industry Cases, Workshop Descriptions, Doctoral Consortium Papers, and
Keynote Abstracts
2014-10-06
v.2
p.83-86
© Copyright 2014 ACM
Summary: This paper examines challenges faced in participatory design's confrontation
with cultural complexity in contexts of intercultural encounter and
transnational exchange. We argue that there is need for more elaborate
approaches to culture, technology, and participation in relation to
participatory design. By examining issues at the crossroads between knowledge
and power, agency and representation we identify a variety of ways in which
Postcolonial Theory might inform Participatory Design.
A Vibrotactile Interface to Motivate Movement for Children with Severe to
Profound Disabilities
Accessibility and Adaptive Systems
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Manresa-Yee, Cristina
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Morrison, Ann
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Larsen, Jeppe V.
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Varona, Javier
Proceedings of the 15th International Conference on Interacción
Persona-Ordenador
2014-09-10
p.10
© Copyright 2014 ACM
Summary: V-Sense is a vibrotactile interface that encourages children with severe or
profound cognitive, sensory and physical impairments to move. The interface
makes use of touch, in particular vibrations, as a supportive function to
motivate users' actions. Specifically, we propose a vibrotactile interface on
the arm and around the shoulder using the saltation perceptual illusion to
induce movement of the corresponding joint. In this paper we describe the
design principles of the interface and the proposed experimental design to
evaluate it.
The remediation of nosferatu: exploring transmedia experiences
Horror, vampires, magic, & hobbits
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Ghellal, Sabiha
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Morrison, Ann
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Hassenzahl, Marc
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Schaufler, Benjamin
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.617-626
© Copyright 2014 ACM
Summary: In this paper we present The Remediation of Nosferatu, a location based
augmented reality horror adventure. Using the theory of fictional universe
elements, we work with diverse material from Nosferatu's horror genre and
vampire themes as a case study. In this interdisciplinary research we
intertwine traditional storytelling and scriptwriting skills with interaction
design methods. For the game setting, we create hybrid spaces merging the
fictional universe and the physical environment into one pervasive experience,
centering around a variety of augmented reality activities played out at
sunset. Focusing on the phenomenological world of 21 participants, we analyse
triangulated data by distinguishing between a range of more "open" and "closed"
styles of interactions. Our study illustrates how Speculative Play may enable
non-linear storytelling elements within a transmedia fictional universe. We
believe our approach can be more generally useful for designing future rich,
enjoyable and meaningful transmedia experiences.
Personal tracking as lived informatics
Quantified self
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Rooksby, John
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Rost, Mattias
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Morrison, Alistair
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Chalmers, Matthew Chalmers
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1163-1172
© Copyright 2014 ACM
Summary: This paper characterises the use of activity trackers as "lived
informatics". This characterisation is contrasted with other discussions of
personal informatics and the quantified self. The paper reports an interview
study with activity tracker users. The study found: people do not logically
organise, but interweave various activity trackers, sometimes with ostensibly
the same functionality; that tracking is often social and collaborative rather
than personal; that there are different styles of tracking, including goal
driven tracking and documentary tracking; and that tracking information is
often used and interpreted with reference to daily or short term goals and
decision making. We suggest there will be difficulties in personal informatics
if we ignore the way that personal tracking is enmeshed with everyday life and
people's outlook on their future.
Responsive lighting: the city becomes alive
Unconventional mobile user interfaces, services and hardware
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Poulsen, Esben Skouboe
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Morrison, Ann
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Andersen, Hans Jørgen
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Jensen, Ole B.
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.217-226
© Copyright 2013 ACM
Summary: We distributed fourteen controllable street lamps in a city square and
recorded three comparative and one 'usual' condition, operating the public
lighting as if it were an interactive stage. First tested was adaptive lighting
that responded to people's occupancy patterns. Second was a mobile phone
application that allowed people to customise color and responsive behaviours in
the overhead lighting system. Third was ambient lighting, responding to wind
velocity. The study extends the discussion on multiuser interaction design in
public lighting by asking: how can interactions using mobile phones, thermal
tracking and wind inputs afford new social behaviors, without disturbing the
usual public functions of street lighting? This research lays foundational work
on the affordances of mobile phones for engagement and interaction with public
lighting. The study indicates the use of personal phones as a tool for
interaction in this setting has potential to provide a stronger ownership to
urban place.
Informing future design via large-scale research methods and big data
Workshops
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Rost, Mattias
/
Morrison, Alistair
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Cramer, Henriette
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Bentley, Frank
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.612-615
© Copyright 2013 ACM
Summary: With the launch of 'app stores' on several mobile platforms and the great
uptake of smartphones among the general population, researchers have begun
utilising these distribution channels to deploy research software to large
numbers of users. Previous Research In The Large workshops have sought to
establish base-line practice in this area. We have seen the use of app stores
as being successful as a methodology for gathering large amounts of data,
leading to design implications, but we have yet to explore the full potential
for this data's use and interpretation. How is it possible to leverage the
practices of large-scale research, beyond the current approaches, to more
directly inform future designs? We propose that the time is right to
re-energise discussions on large-scale research, looking further than the basic
methodological issues and assessing the potential for informing the design of
new mobile software.
Analysing user behaviour through dynamic population models
Evaluation and design methods
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Higgs, Matthew
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Morrison, Alistair
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Girolami, Mark
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Chalmers, Matthew
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.271-276
© Copyright 2013 ACM
Summary: We apply a statistical modelling-based approach to exploring, analysing and
predicting behavioural patterns of users of mobile software. The technique
employed represents the behaviour of each user through a weighted mixture over
data-generating distributions. In the described pilot study, we show how we
have modelled the behaviour of over a hundred users of an iOS game. We
illustrate how this modelling approach can be used to determine user play
strategies and learning rates and show how this affects the length of time
users keep returning to play the game. We describe our ongoing work, including
feeding results of the modelling into the design process.
Categorised ethical guidelines for large scale mobile HCI
Papers: ethics in HCI
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McMillan, Donald
/
Morrison, Alistair
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Chalmers, Matthew
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1853-1862
© Copyright 2013 ACM
Summary: The recent rise in large scale trials of mobile software using 'app stores'
has moved current researcher practice beyond available ethical guidelines. By
surveying this recent and growing body of literature, as well as established
professional principles adopted in psychology, we propose a set of ethical
guidelines for large scale HCI user trials. These guidelines come in two parts:
a set of general principles and a framework into which individual app
store-based trials can be assessed and ethical concerns exposed. We categorise
existing literature using our scheme, and explain how researchers could use our
framework to classify their future user trials to determine ethical
responsibility, and the steps required to meet these obligations.
Modeling vibrotactile detection by logistic regression
Spatial and search
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Andersen, Hans Jørgen
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Morrison, Ann
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Knudsen, Lars
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.500-503
© Copyright 2012 ACM
Summary: In this study we introduce logistic regression as a method for modeling, in
this case the user's detection rate, to more easily show cross-effecting
factors, necessary in order to design an adaptive system. Previously such
effects have been investigated by a variety of linear regression type methods
but these are not well suited for developing adaptive systems. We investigate
the method on a qualitative and quantitative dataset with ages spanning from
seven to 79 years under indoor and outdoor experimental settings. The results
show that the method is indeed a suitable candidate for quantification of, in
this instance vibrotactile information, and for the future design of
user-adaptive vibrotactile displays. More generally the model shows potential
for designing a variety of adaptive systems.
Playing it real: magic lens and static peephole interfaces for games in a
public space
Mobile augmented reality
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Grubert, Jens
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Morrison, Ann
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Munz, Helmut
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Reitmayr, Gerhard
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.231-240
© Copyright 2012 ACM
Summary: Magic lens and static peephole interfaces are used in numerous consumer
mobile phone applications such as Augmented Reality browsers, games or digital
map applications in a variety of contexts including public spaces. Interface
performance has been evaluated for various interaction tasks involving spatial
relationships in a scene. However, interface usage outside laboratory
conditions has not been considered in depth in the evaluation of these
interfaces.
We present findings about the usage of magic lens and static peephole
interfaces for playing a find-and-select game in a public space and report on
the reactions of the public audience to participants' interactions.
Contrary to our expectations participants favored the magic lens over a
static peephole interface despite tracking errors, fatigue and potentially
conspicuous gestures. Most passersby did not pay attention to the participants
and vice versa. A comparative laboratory experiment revealed only few
differences in system usage.
Social media, design and civic engagement by youth: a cultural view
Civic participation
/
Mainsah, Henry
/
Morrison, Andrew
Proceedings of the 12th Participatory Design Conference. Volume 1: Research
Papers
2012-08-12
v.1
p.1-9
© Copyright 2012 ACM
Summary: This argumentative essay at the intersection of media studies, Cultural
Studies, and literacy research, frames of PD in the emerging territory of
social media and civic engagement. We refer to core principles of PD and to
recent reflections on social technologies and participation in design. These
are linked to research on designing for participative cultural expression via
social media. PD is particularly suited to young people's involvement in the
context of design and civic engagement. We argue that a cultural view that
highlights issues of power, identity, agency, and culture offers useful avenues
for negotiating the interests and perspectives of different stakeholders in
civic initiatives. There is a need for design to connect to existing
participatory and cultures of youth. We offer illustrations of these and a
number of considerations for possible future use.
A hybrid mass participation approach to mobile software trials
The tools of the trade
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Morrison, Alistair
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McMillan, Donald
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Reeves, Stuart
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Sherwood, Scott
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Chalmers, Matthew
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1311-1320
© Copyright 2012 ACM
Summary: User trials of mobile applications have followed a steady march out of the
lab, and progressively further ''into the wild', recently involving ''app
store'-style releases of software to the general public. Yet from our
experiences on these mass participation systems and a survey of the literature,
we identify a number of reported difficulties. We propose a hybrid methodology
that aims to address these, by combining a global software release with a
concurrent local trial. A phone-based game, created to explore the uptake and
use of ad hoc peer-to-peer networking, was evaluated using this new hybrid
trial method, combining a small-scale local trial (11 users) with a ''mass
participation' trial (over 10,000 users). Our hybrid method offers many
benefits, allowing locally observed findings to be verified, patterns in
globally collected data to be explained and addresses ethical issues raised by
the mass participation approach. We note trends in the local trial that did not
appear in the larger scale deployment, and which would therefore have led to
misleading results were the application trialed using ''traditional' methods
alone. Based on this study and previous experience, we provide a set of
guidelines to researchers working in this area.
NUIs for new worlds: new interaction forms and interfaces for mobile
applications in developing countries
Workshop summaries
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Jensen, Kasper Løvborg
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Marsden, Gary
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Cutrell, Edward
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Jones, Matt
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Morrison, Ann
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2779-2782
© Copyright 2012 ACM
Summary: Mobile phones constitute the most ubiquitous computing platform in the
developing world, and for the past decade it has been focus of many research
efforts within Human Computer Interaction for Development (HCI4D). HCI4D has
matured through a series of previous HCI related conferences and workshops and
a growing body of work have established it as subfield of its own
[1][2][4][5][6].
We believe it is now time to focus on more specific topics within this
subfield and this workshop is dedicated to one such topic; namely how the next
wave of more sophisticated mobile handsets will enable new interaction forms
and interfaces, and how this can be use to create more natural ways of
interacting with mobile ICTs.
The aim of this workshop is to discuss the current (and near-future)
technologies and create a research agenda for how we can design, implement and
evaluate new and more natural interaction forms and interfaces for mobile
devices. The ultimate goal is to lower the technical and literacy barriers and
get relevant information, applications and services out to the next billion
users.
Open-ended art environments motivate participation
New media and art
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Morrison, Ann
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Viller, Stephen
/
Mitchell, Peta
Proceedings of the 2011 International Conference on Advances in Computer
Entertainment Technology
2011-11-08
p.45
© Copyright 2011 ACM
Summary: In this research we observe the situated, embodied and playful interaction
that participants engage in with open-ended interactive artworks. The larger
project from which this work derives [28] contributes a methodological model
for the evaluation of open-ended interactive artwork that treats each work
individually and recognises the importance of the artist intent and the
traditions from which the work derives. In this paper, we describe this
evolving methodology for evaluating and understanding participation via three
case studies of open-ended interactive art installations. This analysis builds
an understanding of open-ended free-play non-narrative environments and the
affordances these environments enable for participants.
A Comparison of Distribution Channels for Large-Scale Deployments of iOS
Applications
/
McMillan, Donald
/
Morrison, Alistair
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Chalmers, Matthew
International Journal of Mobile Human Computer Interaction
2011-10
v.3
n.4
p.1-17
Keywords: iOS, iPhone, Mass Participation, Mobile Applications, Ubicomp
© Copyright 2011 IGI Global
Summary: When conducting mass participation trials on Apple iOS devices researchers
are forced to make a choice between using the Apple App Store or third party
software repositories. In order to inform this choice, this paper describes a
sample application that was released via both methods along with comparison of
user demographics and engagement. The contents of these repositories are
examined and compared, and statistics are presented highlighting the number of
times the application was downloaded and the user retention experienced with
each. The results are presented and the relative merits of each distribution
method discussed to allow researchers to make a more informed choice. Results
include that the application distributed via third party repository received
ten times more downloads than the App Store application and that users
recruited via the repository consistently used the application more.
SGVis: Analysis of Data From
/
Morrison, Alistair
/
Chalmers, Matthew
International Journal of Mobile Human Computer Interaction
2011-10
v.3
n.4
p.36-54
Keywords: Categorisation, Data Analysis, iOS, iPhone, Mass Participation, Ubicomp,
Visualisation
© Copyright 2011 IGI Global
Summary: The recent rise in popularity of 'app store' markets on a number of
different mobile platforms has provided a means for researchers to run
worldwide trials of ubiquitous computing (ubicomp) applications with very large
numbers of users. This opportunity raises challenges, however, as more
traditional methods of running trials and gathering data for analysis might be
infeasible or fail to scale up to a large, globally-spread user base. SGVis is
a data analysis tool designed to aid ubicomp researchers in conducting trials
in this manner. This paper discusses the difficulties involved in running large
scale trials, explaining how these led to recommendations on what data
researchers should log, and to design choices made in SGVis. The authors
outline several methods of use and why they help with challenges raised by
large scale research. A means of categorising users is also described that
could aid in data analysis and management of a trial with very large numbers of
participants. SGVis has been used in evaluating several mass-participation
trials, involving tens of thousands of users, and several use cases are
described that demonstrate its utility.
Building sensitising terms to understand free-play in open-ended interactive
art environments
Games
/
Morrison, Ann
/
Viller, Stephen
/
Mitchell, Peta
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2335-2344
© Copyright 2011 ACM
Summary: In this paper we introduce and discuss the nature of free-play in the
context of three open-ended interactive art installation works. We observe the
interaction work of situated free-play of the participants in these
environments and, building on precedent work, devise a set of sensitising terms
derived both from the literature and from what we observe from participants
interacting there. These sensitising terms act as guides and are designed to be
used by those who experience, evaluate or report on open-ended interactive art.
That is, we propose these terms as a common-ground language to be used by
participants communicating while in the art work to describe their experience,
by researchers in the various stages of research process (observation, coding
activity, analysis, reporting, and publication), and by inter-disciplinary
researchers working across the fields of HCI and art. This work builds a
foundation for understanding the relationship between free-play, open-ended
environments, and interactive installations and contributes sensitising terms
useful for the HCI community for discussion and analysis of open-ended
interactive art works.
Informed consent and users' attitudes to logging in large scale trials
Works-in-progress
/
Morrison, Alistair
/
Brown, Owain
/
McMillan, Donald
/
Chalmers, Matthew
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.1501-1506
© Copyright 2011 ACM
Summary: The HCI community has begun to use 'app store'-style software repositories
as a distribution channel for research applications. A number of ethical
challenges present themselves in this setting, not least that of gaining
informed consent from potential participants before logging data on their use
of the software. We note that standard 'terms and conditions' pages have proved
unsuccessful in communicating relevant information to users, and explore
further means of conveying researchers' intent and allowing opt-out mechanisms.
We test the hypothesis that revealing collected information to users will
affect their level of concern at being recorded and find that users are more
concerned when presented with a personalised representation of recorded data,
and consequently stop using the application sooner. Also described is a means
of allowing between-groups experiments in such mass participation trials.