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Technology at the Table: Attitudes about Mobile Phone Use at Mealtimes Mobile Behaviors / Moser, Carol / Schoenebeck, Sarita Y. / Reinecke, Katharina Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1881-1892
ACM Digital Library Link
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 / Nacke, Lennart E. / Moser, Christiane / Drachen, Anders / Mirza-Babaei, Pejman / Abney, Andrea / 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
ACM Digital Library Link
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 / Moser, Christiane / Peterhansl, Michaela / Kargl, Thomas / Tscheligi, Manfred Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.655-660
ACM Digital Library Link
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 / Murer, Martin / Meschtscherjakov, Alexander / Fuchsberger, Verena / Giuliani, Manuel / Neureiter, Katja / Moser, Christiane / Aslan, Ilhan / Tscheligi, Manfred Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.621-623
Link to Digital Content at Springer
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 / Moser, Christiane / Tscheligi, Manfred Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.291-294
ACM Digital Library Link
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 / Dandavate, Isha / Milam, Jennifer / Allen, Jeanne / Moser, Christiane / Kargl, Thomas / Tscheligi, Manfred / Vanattenhoven, Jeroen / Romero, Lilia Perez / Schiller, Fabian / Negenman, Joost Proceedings of the 2015 ACM International Conference on Interactive Experiences for TV and Online Video 2015-06-03 p.209-213
ACM Digital Library Link
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 / Neureiter, Katja / Moser, Christiane / 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
Link to Digital Content at 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 / Beck, Elke / Moser, Christiane / Tscheligi, Manfred Proceedings of the 2014 International Conference on Advances in Computer Entertainment Technology 2014-11-11 p.8
ACM Digital Library Link
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 / Moser, Christiane / Chisik, Yoram / Tscheligi, Manfred Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.207-216
ACM Digital Library Link
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 / Moser, Christiane / Tscheligi, Manfred / Magnusson, Mark / Mueller, Florian Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.461-464
ACM Digital Library Link
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 / Moser, Christopher / 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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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 / Meschtscherjakov, Alexander / Moser, Christiane / Tscheligi, Manfred / Sunström, Petra / Szostak, Dalila / McCall, Roderick Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.653-655
Keywords: games; transportation
Link to Digital Content at Springer
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 / Aslan, Ilhan / Primessnig, Florian / Murer, Martin / Moser, Christiane / Tscheligi, Manfred Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.421-424
ACM Digital Library Link
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 / Aslan, Ilhan / Murer, Martin / Primessnig, Florian / 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
ACM Digital Library Link
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
ACM Digital Library Link
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 / Abeele, Vero Vanden / Geurts, Luc / 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
ACM Digital Library Link
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
ACM Digital Library Link
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 / 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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Citation
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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