Technology at the Table: Attitudes about Mobile Phone Use at Mealtimes
Mobile Behaviors
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Moser, Carol
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Schoenebeck, Sarita Y.
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Reinecke, Katharina
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1881-1892
© Copyright 2016 ACM
Summary: Mealtimes are a cherished part of everyday life around the world. Often
centered on family, friends, or special occasions, sharing meals is a practice
embedded with traditions and values. However, as mobile phone adoption becomes
increasingly pervasive, tensions emerge about how appropriate it is to use
personal devices while sharing a meal with others. Furthermore, while personal
devices have been designed to support awareness for the individual user (e.g.,
notifications), little is known about how to support shared awareness in
acceptability in social settings such as meals. In order to understand
attitudes about mobile phone use during shared mealtimes, we conducted an
online survey with 1,163 English-speaking participants. We find that attitudes
about mobile phone use at meals differ depending on the particular phone
activity and on who at the meal is engaged in that activity, children versus
adults. We also show that three major factors impact participants' attitudes:
1) their own mobile phone use; 2) their age; and 3) whether a child is present
at the meal. We discuss the potential for incorporating social awareness
features into mobile phone systems to ease tensions around conflicting mealtime
behaviors and attitudes.
Lightweight Games User Research for Indies and Non-Profit Organizations
Workshop Summaries
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Nacke, Lennart E.
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Moser, Christiane
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Drachen, Anders
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Mirza-Babaei, Pejman
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Abney, Andrea
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Zhenyu, Zhu (Cole)
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3597-3603
© Copyright 2016 ACM
Summary: The Games User Research (GUR) community has thrived at CHI with four
workshops and a course since CHI 2012; all of these were well attended. In line
with the #chi4good spirit this year, the GUR field must advance towards
demographics that will benefit from GUR but are currently underrepresented in
the community: Small, independent developers, non-profit organizations, and
academics that create mobile games, games for health or change, or educational
games. This workshop will be a think tank for participants to construct
collective knowledge, share and discuss. We plan to discuss topics online
beyond the workshop via the International Game Developer Associations Special
Interest Group on GUR, which serves as a basis for disseminating workshop
outcomes and further discussion.
The Potentials of Gamification to Motivate Older Adults to Participate in a
P2P Support Exchange Platform
Works in Progress
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Moser, Christiane
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Peterhansl, Michaela
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Kargl, Thomas
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Tscheligi, Manfred
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.655-660
© Copyright 2015 ACM
Summary: Gamification has gained popularity in the research community and has been
studied in various contexts lately. In a research project, we aim at
establishing a peer-to-peer exchange platform that supports informal care
practices of older adults by mediating them online. Current research around
gamification brought out our curiosity and we decided to investigate the
potentials for motivating older adults to benefit from support exchange and
characterizing them by showing badges in their profile. Thereby, we aim at
positioning gamification in the form of rewards in the care context with a
clear meaning for older adults.
Contextual Interaction Design Research: Enabling HCI
Organizational Overview
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Murer, Martin
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Meschtscherjakov, Alexander
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Fuchsberger, Verena
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Giuliani, Manuel
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Neureiter, Katja
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Moser, Christiane
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Aslan, Ilhan
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Tscheligi, Manfred
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.621-623
© Copyright 2015 Springer International Publishing Switzerland
Summary: Human-Computer Interaction (HCI) has always been about humans, their needs
and desires. Contemporary HCI thinking investigates interactions in everyday
life and puts an emphasis on the emotional and experiential qualities of
interactions. At the Center for Human-Computer Interaction we seek to bridge
meandering strands in the field by following a guiding metaphor that shifts
focus to what has always been the core quality of our research field: Enabling
HCI, as a leitmotif, draws our attention to how each research activity may
benefit desires, goals and objectives. Enabling expresses how human-computer
interactions are always situated within someone's life, values, and needs; it
emphasizes the power of thoughtful design to enable desired interactions and
explore desirable futures and expresses how our research addresses the very
essence of contextual qualities. This is facilitated through context-rich lab
spaces that foster a maker culture for exploring novel forms of contextual
interaction. Being an interdisciplinary research group that is rooted in the
rich epistemological tradition of the field allows us to bridge boundaries
between contemporary thinking and formerly prevalent domains, between
established methodology and current research questions. In this paper we
highlight how our organizational structure fosters this viewpoint on
human-computer interactions.
Physics-based gaming: exploring touch vs. mid-air gesture input
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Moser, Christiane
/
Tscheligi, Manfred
Proceedings of ACM IDC'15: Interaction Design and Children
2015-06-21
p.291-294
© Copyright 2015 ACM
Summary: Physics-based games, like Cut the Rope, have become very popular and are now
available on different operating systems with different input modalities. In a
user study with 20 children aged 11 to 14 years, we investigated the
differences in player experience when playing Cut the Rope on the tablet with
touch gestures and on the computer with mid-air gestures using a Leap Motion.
The quantitative data from the questionnaire revealed no substantial
differences regarding the player experience, which might be due to the novelty
effect of the Leap Motion mid-air gestures. However, the observations indicated
several problems of accuracy and orientation when playing the game with mid-air
gestures. This is due to the lack of hardware-based physical feedback when
interacting with the Leap Motion and results in a different affordance that has
to be considered in future physics-based game design using mid-air gestures.
People, Context, and Devices: Defining the New Landscape of TV Experiences
Workshop Summaries
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Dandavate, Isha
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Milam, Jennifer
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Allen, Jeanne
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Moser, Christiane
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Kargl, Thomas
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Tscheligi, Manfred
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Vanattenhoven, Jeroen
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Romero, Lilia Perez
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Schiller, Fabian
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Negenman, Joost
Proceedings of the 2015 ACM International Conference on Interactive
Experiences for TV and Online Video
2015-06-03
p.209-213
© Copyright 2015 ACM
Summary: Modern technologies (e.g., tablet, smartphone, large public displays) remove
many of the constraints that define the scope of what television is or can be,
but we often define it based upon our prior TV experiences with broadcast and
cable television. This one-day workshop at TVX 2015 will address design
challenges and opportunities (e.g., of video streams, social TV apps, second
screens) in order to consolidate existing knowledge to describe the changing
landscape of TV experiences. It's time to redefine what we think of when we say
"television," and this workshop will engage participants in that process.
Look into My Eyes & See, What You Mean to Me. Social Presence as Source
for Social Capital
Interpersonal Links and Gender Biases
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Neureiter, Katja
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Moser, Christiane
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Tscheligi, Manfred
Proceedings of the 2014 International Conference on Social Informatics
2014-11-11
p.183-198
Keywords: Social Presence; Social Capital; Video-Mediated Communication
© Copyright 2014 Springer
Summary: Eye contact is presumed to be one of the most important non-verbal cues in
human communication. It supports mutual understanding and builds the foundation
for social interaction. In recent years, a variety of systems that support eye
contact have been developed. However, research hardly focuses on investigating
the impact of eye contact on social presence. In a study with 32 participants,
we investigated the role of eye contact and gaze behavior with respect to
social presence. Our results indicate that not only a system's capability to
enable eye contact but also a user's consciously perceived eye contact are
important to experience that the communication partner is 'there', i.e., social
presence. Considering social presence as a source for social capital, i.e.,
valuable relationships that are characterized by trust and reciprocity, we
discuss in what way social presence can serve as a contributing factor in
video-mediated communication.
Memoing and lenses: two approaches for exploring player-generated game ideas
in videos
Game design theory
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Beck, Elke
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Moser, Christiane
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Tscheligi, Manfred
Proceedings of the 2014 International Conference on Advances in Computer
Entertainment Technology
2014-11-11
p.8
© Copyright 2014 Authors
Summary: In a child-centered game design process, game ideas collected from players
are a valuable source for designers to inspire the creation of game concepts. A
question that often arises is how to deal with large amounts of collected
information, or more specifically, game ideas generated by children and offered
via video snippets as inspirational source for game ideation. The challenge
lies in not only working with the 'obvious' observations in the videos, but
also thinking about underlying issues (such as cultural issues) or processing
them in a more structured way. In a study with multimedia design and technology
students (future game designers), we explored the application of and
experiences with two approaches, i.e., memoing and lenses, for handling
player-generated game ideas within a 2-hour game idea jam. The findings show
that the two proposed approaches hold potential for different scopes of
ideation (e.g., broadening or narrowing the scope of ideas).
Around the world in 8 workshops: investigating anticipated player
experiences of children
Research paper presentations
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Moser, Christiane
/
Chisik, Yoram
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Tscheligi, Manfred
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.207-216
© Copyright 2014 ACM
Summary: Player experience describes the qualities of player-game interaction and is
typically evaluated during or after the game has been developed. Different
approaches exist to improve and optimize player experience during the design
process (e.g., design guidelines). However, the anticipated or expected player
experience of users can also guide game developers and researcher in order to
develop better games. A series of game ideation workshops with children aged 8
to 15 years was conducted in eight different locations around the world. The
workshops produced video snippets, in which children explain their thoughts on
possible game play scenarios of a game idea (i.e., anticipations and
expectations). An initial content analysis of the videos highlights the game
elements and playful experiences that contribute to the anticipated player
experience of the children that should guide game developers and researchers.
Game idea jam for sport and exertion games
Workshop summaries
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Moser, Christiane
/
Tscheligi, Manfred
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Magnusson, Mark
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Mueller, Florian
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.461-464
© Copyright 2014 ACM
Summary: Game Jams have successfully been introduced to the CHI Community during the
past two years. Game developers meet to plan, design, and create one or more
games within a short time span (ranging from 24 to 48 hours). We propose a Game
Idea Jam focusing on the opportunity to draw on researchers' and developers'
own experiences when developing creative game ideas for sport or exertion to
combat physical inactivity. Game Idea Jams focus on brainstorming and
conceptualizing of one or more game ideas within seven hours. Due to time
constraints, the final game idea will be produced in the form of a conceptual
video, trying to demonstrate the player experience. We aim to enable game
researcher with no development skills to participate in the Game Idea Jam and
support them with different creative approaches to choose from.
Narrative Control and Player Experience in Role Playing Games: Decision
Points and Branching Narrative Feedback
Interacting with Games
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Moser, Christopher
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Fang, Xiaowen
HCI International 2014: 16th International Conference on HCI, Part III:
Applications and Services
2014-06-22
v.3
p.622-633
Keywords: role playing; RPG; interactive narrative; branching narrative; narrative
structure
© Copyright 2014 Springer International Publishing
Summary: This paper reports an experimental study that investigated two research
problems: first, how does narrative structure mediate the phenomenological
experience(s) of role-playing games (RPGs)? Does branching narrative feedback
heighten the experience of role-playing in terms of Flow and character
identification? And second, what are the effects of salient decision points
(narrative controls) on the player perception of narrative structure and
complexity as well as control over the player-character? Does higher perceived
complexity lead to heightened effectence and Flow? To what extent are these
effects context-dependent in terms of narrative feedback mechanisms and overall
structure? Two hypotheses were developed based on prior research: 1. Branching
narrative in an RPG leads to improved game play experiences compared to linear
narrative and 2. Presence of salient decision points in a RPG leads to improved
experiences of game play. A 2x2 factorial experiment was conducted to test
these hypotheses.
Children Ideation Workshop
Extended Abstracts
/
Moser, Christiane
Proceedings of the 2013 International Conference on Advances in Computer
Entertainment
2013-11-12
p.592-599
Keywords: Game design; user-centered design; participatory design; low-fidelity
prototyping; child-computer interaction
© Copyright 2013 Springer International Publishing
Summary: Player's enjoyment is one of the most important goals for games. Without
this, children will not repeatedly play them. In order to meet children's
needs, it is important to consider them in the development process, for
example, by enabling them to participate actively in the process. Therefore,
children will be enabled to participate in ideation workshops to create
creative low-fidelity prototypes of game ideas that inspire game designers.
Computer Entertainment in Cars and Transportation
Extended Abstracts
/
Wilfinger, David
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Meschtscherjakov, Alexander
/
Moser, Christiane
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Tscheligi, Manfred
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Sunström, Petra
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Szostak, Dalila
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McCall, Roderick
Proceedings of the 2013 International Conference on Advances in Computer
Entertainment
2013-11-12
p.653-655
Keywords: games; transportation
© Copyright 2013 Springer International Publishing
Summary: This workshop deals with the potential that entertainment systems and games
hold for the transportation context. Travelling by car, bus, plane or by foot
can be frustrating and full of negative experiences, but also holds great
potential for innovative entertainment application. New off the shelf
technology offers great potential beyond old-fashioned rear seat entertainment
systems with the sole purpose of keeping kids quiet. The richness of contextual
factors and social situations have so far not sufficiently been exploited,
which is why this workshop aims at discussing potentials for gaming in
transportation.
Inspirations from honey bees: exploring movement measures for dynamic whole
body gestures
Poster
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Aslan, Ilhan
/
Primessnig, Florian
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Murer, Martin
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Moser, Christiane
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Tscheligi, Manfred
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.421-424
© Copyright 2013 ACM
Summary: In this paper, we present insights gained from studying the way joints of
the body (e.g. hands, elbows and shoulders) move while performing dynamic whole
body gestures. We describe how we, through exploring our own movements, came to
use statistics typically computed to explain swarm movement (e.g. movement of
honey bees). We report a study we conducted in order to investigate the benefit
of theses measures in the context of a movement-based target catching game.
Participants were able to learn to use these measures for interaction while
individual and diverse gestures were supported.
The digital bookshelf: decorating with collections of digital books
Workshop: HomeSys 2013: workshop on design, technology, systems and
applications for the home
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Aslan, Ilhan
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Murer, Martin
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Primessnig, Florian
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Moser, Christiane
/
Tscheligi, Manfred
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.777-784
© Copyright 2013 ACM
Summary: We describe the Digital Bookshelf (a projector and camera based system) that
similar to a physical bookshelf is designed to present a set of books for
decorating and self-expression purposes. Digital books in the bookshelf are
presented based on meta information (e.g. by price, rating and cover color) to
highlight adjacencies and to create a meaningful and aesthetic view. The system
makes use of research in serendipity and multivariate statistics to allow the
user to browse along flexible paths of adjacent books in a large collection of
books. It allows the user to experience how subsets of books create different
visual expressions and atmospheres when placed in the bookshelf.
Playful taste interaction
Short Papers
/
Moser, Christiane
/
Tscheligi, Manfred
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.340-343
© Copyright 2013 ACM
Summary: Human-food interaction is an emerging research area, dealing with problems
people can have related to food, such as a lack of nutrition knowledge.
Recently, more attention has been put on investigating pseudo-gustatory
interfaces. As food is a central part of our life and brings people together,
it inspired us to think about possible playful taste interactions. The recently
developed LOLLio prototype enabled us to investigate how children experience
the interaction with a gustatory interface. It provides a long lasting sweet
taste through a lollipop, a taste-based output using citric acid and allows
some degree of tangible input through moving around its handle equipped with
accelerometers. Within a user study in a laboratory with 10 children, we
investigated users' game experiences and the perceived taste while playing a
gustatory game. The results revealed that the interaction with the LOLLio
provided fun, mainly positive game experiences and raised curiosity.
Additionally, the chosen taste-based output seemed to be appropriate for the
interaction with a game, as the taste was rated to be delicious and never
disgusting.
Let's talk about failures: why was the game for children not a success?
Workshop summaries
/
Moser, Christiane
/
Tscheligi, Manfred
/
Zaman, Bieke
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Abeele, Vero Vanden
/
Geurts, Luc
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Vandewaetere, Mieke
/
Markopoulos, Panos
/
Wyeth, Peta
/
Hofstätter, Jörg
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3199-3202
© Copyright 2013 ACM
Summary: A significant proportion of research in the field of human-computer
interaction has been devoted to game design. Yet, a multitude of good ideas and
enthusiastic game design initiatives exist, where the games never see the light
of day. Unfortunately, the causes of these failures remain often unexplored and
unpublished. The challenges faced by researchers and practitioners are
particularly complex when designing games for special target groups, such as
children, or for a serious purpose. The HCI community would benefit from a
discussion on these issues in order to avoid researchers and practitioners to
repeat mistakes. We want to learn from projects that started with a promising
idea, but failed or faced severe challenges. This workshop will be the first at
CHI focusing on 'failed game projects'. In particular, workshop participants
are encouraged to discuss issues that typically received little attention in
publications and hereby contribute to the discussion on failures in the design,
development and evaluation of games for and or with children. As a result, the
community will benefit from these insights and lessons-learned, which will
enhance the design of future (serious) games with/for children.
Rapid assessment of game experiences in public settings
/
Moser, Christiane
/
Fuchsberger, Verena
/
Tscheligi, Manfred
Proceedings of the 4th International Conference Fun and Games
2012-09-04
p.73-82
© Copyright 2012 ACM
Summary: Enjoyment and curiosity are an essential motivation for children to play
games in order to engage them in the game play. When two users play against
each other they also share experiences, i.e. co-experience. The evaluation of
these experiences exceeds usability (or playability) by not only investigating
the relation between the player and the game, but also between several players.
We assessed users' game experiences in a public setting (shopping mall), which
is challenging. This specific context is very diverse, as in the morning it is
very quiet until the shops open, then it fills up with people and during the
rush hours it is sometimes very crowded. In order to best suit this context for
evaluating the different experiences children have while playing games we
adapted and extended our previous feedback questionnaire, which originally
investigated only the fun/enjoyment of games, by rapidly assessing also
curiosity and co-experience.
Benefits and Hurdles for Older Adults in Intergenerational Online
Interactions
Human-Computer Interaction and Usability for Elderly (HCI4AGING)
/
Fuchsberger, Verena
/
Sellner, Wolfgang
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Moser, Christiane
/
Tscheligi, Manfred
ICCHP'12: International Conference on Computers Helping People with Special
Needs
2012-07-11
v.1
p.697-704
Keywords: Older adults; User-Centered Design; Usability; User Experience
© Copyright 2012 Springer-Verlag
Summary: In order to foster the relationship between geographically distant
grandparents and grandchildren, a prototype of an online platform is developed
in an Ambient Assisted Living project. After identifying relevant attributes in
the requirements analysis together with older adults and experts for children,
we conducted two rounds of user studies in a laboratory setting with older
adults. In the studies we were not only interested in the usability of the
platform and the older participants' computer skills, but especially in the
experiences the older users have when interacting with and via the platform. As
expected, we found a relation between self-rated computer skills and the
usability problems. However, the skills were not decisive for experiencing the
interaction regarding curiosity, engagement, social connectedness and social
presence. Finally, implications for the design of socially connecting online
platforms are presented.
Design challenges and concept for intergenerational online learning
Short papers
/
Fuchsberger, Verena
/
Nebauer, Julia
/
Moser, Christiane
/
Tscheligi, Manfred
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.192-195
© Copyright 2012 ACM
Summary: Online learning activities between grandparents and grandchildren are a
promising solution for those, who live geographically separated or cannot meet
face-to-face. Up to now, little is known about the characteristics these
activities should have. In order to find out about the challenges that arise
when designing an intergenerational online learning activity we analyzed
children's preferences and needs, as well as those of grandparents.
Investigating both perspectives ensures that the children benefit best from the
activity itself and their grandparents' support. As the identified challenges
mainly refer to the general set-up of learning activities, we also discuss a
design concept illustrating how to meet the challenges.
Revisiting personas: the making-of for special user groups
Case studies
/
Moser, Christiane
/
Fuchsberger, Verena
/
Neureiter, Katja
/
Sellner, Wolfgang
/
Tscheligi, Manfred
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.453-468
© Copyright 2012 ACM
Summary: The diversity of special user groups, i.e. elderly from 50 to 90 years and
children from 6 to 14 years, is huge. Assessing their requirements is
challenging, as it requires sensitivity in terms of choosing an appropriate
approach to collect data. Furthermore, the illustration of the data for the
subsequent design process can be difficult, if different partners are involved
in a project. In order to overcome these difficulties, we are exploring a
decision diagram for the creation of personas. It aims at identifying the most
appropriate approach (i.e. qualitative and/or quantitative data collection),
taking into account the characteristics of the special user groups among other
aspects. In this case study we present how we applied the decision diagram in
three different projects to create personas for elderly and children.
Values in action (ViA): combining usability, user experience and user
acceptance
Work-in-progress
/
Fuchsberger, Verena
/
Moser, Christiane
/
Tscheligi, Manfred
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1793-1798
© Copyright 2012 ACM
Summary: The shift in HCI towards emotions, values, needs etc., (third-wave HCI)
reflects the new understanding of interactions between users and technology.
However, the focus on usability in the first-wave slightly got out of sight in
the second-wave, which mainly addressed the user in working environments, and
even more in the third-wave HCI. This wave holds a focus on emotions,
experiences and values, not only at work but also during leisure time. We have
identified a lack of suitable frameworks and concepts, which provide an
integrated view on values on the one hand and usability, user experience and
user acceptance on the other hand. For evaluating a prototype in an Ambient
Assisted Living project we developed an approach for combining value- and
user-centered design with factors related to usability, user experience and
user acceptance.
Using probes to create child personas for games
Game design and methodologies
/
Moser, Christiane
/
Fuchsberger, Verena
/
Tscheligi, Manfred
Proceedings of the 2011 International Conference on Advances in Computer
Entertainment Technology
2011-11-08
p.39
© Copyright 2011 ACM
Summary: This paper describes the integration of children into the analysis phase of
a User-Centered Design approach for game development. We used the probes
approach to collect qualitative and quantitative data effectively with the help
of children. Our approach aimed at investigating gaming behaviors and
requirements from children. Therefore, children did not only take part in the
probes study, but also assisted in the development and design of the probes
material. Additionally, we demonstrate the possibility of using the collected
data of the probes material as a basis to create child personas.
Mobile work efficiency: enhancing workflows with mobile devices
Workshops
/
Meschtscherjakov, Alexander
/
Moser, Christiane
/
Tscheligi, Manfred
/
Reponen, Erika
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.737-740
© Copyright 2011 ACM
Summary: This workshop is a forum of multi-disciplinary discussion on how mobile
devices can increase perceived work efficiency (PWE), as well as how this
subjective enhancement can be measured. It brings together practitioners and
researchers from different domains interested in researching perceived workflow
efficiency in the mobile context. The overall aim is to create a common base,
as well as further extend the research agenda for work efficiency enhancement
with the assistance of mobile devices both from a scientific, as well as from
an industrial perspective.
Opportunities and challenges when designing and developing with kids @
school
/
Obrist, Marianna
/
Moser, Christiane
/
Fuchsberger, Verena
/
Tscheligi, Manfred
/
Markopoulos, Panos
/
Hofstätter, Jörg
Proceedings of ACM IDC'11: Interaction Design and Children
2011-06-20
p.264-267
© Copyright 2011 ACM
Summary: The school context provides a fruitful and at the same challenging
environment to get children engaged in creative development activities. Within
this paper we highlight the opportunities and challenges when involving
children in the design and development process of interactive technologies with
a special focus on this educational context. A summary of the contributions to
this IDC 2011 workshop is provided pointing out the main highlights from the
position papers. We conclude by discussing future research challenges and
opportunities when working with children in the school context.