The Flat Finger: Exploring Area Touches on Smartwatches
Fingers and Technology
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Oakley, Ian
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Lindahl, Carina
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Le, Khanh
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Lee, DoYoung
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Islam, M. D. Rasel
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4238-4249
© Copyright 2016 ACM
Summary: Smartwatches are emerging device category that feature highly limited input
and display surfaces. We explore how touch contact areas, such as lines
generated by flat fingers, can be used to increase input expressivity in these
diminutive systems in three ways. Firstly, we present four design themes that
emerged from an ideation workshop in which five designers proposed concepts for
smartwatch touch area interaction. Secondly, we describe a sensor unit and
study that captured user performance with 31 area touches and contrasted this
against standard targeting performance. Finally, we describe three
demonstration applications that instantiate ideas from the workshop and deploy
the most reliably and rapidly produced area touches. We report generally
positive user reactions to these demonstrators: the area touch interactions
were perceived as quick, convenient and easy to learn and remember. Together
this work characterizes how designers can use area touches in watch UIs, which
area touches are most appropriate and how users respond to this interaction
style.
A Tangible Tool for Visual Impaired Users to Learn Geometry
Work-in-Progress
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Rühmann, Lisa M.
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Otero, Nuno
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Oakley, Ian
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.577-583
© Copyright 2016 ACM
Summary: This paper explores how an Android application used in combination with a
tangible appcessory can facilitate learning for visually impaired students of
geometry. This paper presents the status of this ongoing project. It describes
the application, the physical appcessory as well as early stage user studies.
The application enables visually impaired users to explore simple geometric
forms displayed on a tablet through sound and vibrotactile feedback. A
deformable physical appcessory that can be manipulated to adopt these forms and
its shape sensed by the tablet adds an additional tactile layer to the
application and experience. Three user engagements with visually impaired serve
as early validations of our project and ideas and provide feedback that directs
design and development of future work. Current avenues for the future work will
include additional interaction modes in the application, e.g. the ability to
digitize real world forms, and improving the robustness of the tangible
appcessory.
Hot & tight: exploring thermo and squeeze cues recognition on wrist
wearables
Wearable interfaces
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Song, Sunghyun
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Noh, Geeyoung
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Yoo, Junwoo
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Oakley, Ian
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Cho, Jundong
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Bianchi, Andrea
Proceedings of the 2015 International Symposium on Wearable Computers
2015-09-07
p.39-42
© Copyright 2015 ACM
Summary: Wrist worn wearable computing devices are ideally suited for presenting
notifications through haptic stimuli as they are always in direct contact with
the user's skin. While prior work has explored the feasibility of haptic
notifications, we highlight a lack of empirical studies on thermal and pressure
feedback in the context of wearable devices. This paper introduces prototypes
for thermal and pressure (squeeze) feedback on the wrist. It then presents a
study characterizing recognition performance with thermal and pressure cues
against baseline performance with vibrations.
An exploratory study on the use of Twitter and Facebook in tandem
Work-in-progress (posters)
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Spiliotopoulos, Tasos
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Oakley, Ian
Proceedings of the 2015 British Human Computer Interaction Conference
2015-07-13
p.299-300
© Copyright 2015 Authors
Summary: The diversity of available Social Network Sites (SNSs) enables people to use
multiple services to fulfill their communication needs. Accordingly, this paper
argues there is value in studying SNSs simultaneously -- that key insights
regarding SNS use will be revealed when multiple services are examined
together. To demonstrate this point, we present a study of 198 Facebook users
with the goal of predicting the likelihood of each being a Twitter user based
on their Facebook usage. Exploratory factor analysis on twelve activity metrics
collected via the Facebook API led to the identification of five discrete usage
dimensions. Of these five dimensions, only those that corresponded to
functionality not available in Twitter significantly (and positively) predicted
ownership of an account. This result suggests complementary use of the two SNSs
based on feature differentiation.
Designing a Physical Aid to Support Active Reading on Tablets
Understand & Enhancing Learning
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Bianchi, Andrea
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Ban, So-Ryang
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Oakley, Ian
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.699-708
© Copyright 2015 ACM
Summary: Tablet computers and portable eReaders are gradually becoming the preferred
platform for the consumption of textual materials. However, although these
technologies are powerful, it is widely acknowledged that print documents
better support the advanced active reading tasks necessary to gain a deep
understanding of a text. While prior work to address this issue has aimed
improve digital eReaders by either leveraging familiar physical affordances or
by extending paper's capabilities with digital tools, in this paper we propose
a juncture of these two approaches. We first present a formative study that
captures the needs and requirements of users during active reading tasks with
tablets. We instantiate the findings in the design of a simple physical aid to
support active reading: a smart bookmark. We then define an interaction space
for this device, describe a set of interfaces designed to facilitate active
reading and close with a user study that assesses the potential of the bookmark
device and interaction techniques.
Beats: Tapping Gestures for Smart Watches
Smartwatch Interaction
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Oakley, Ian
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Lee, DoYoung
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Islam, MD. Rasel
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Esteves, Augusto
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1237-1246
© Copyright 2015 ACM
Summary: Interacting with smartwatches poses new challenges. Although capable of
displaying complex content, their extremely small screens poorly match many of
the touchscreen interaction techniques dominant on larger mobile devices.
Addressing this problem, this paper presents beating gestures, a novel form of
input based on pairs of simultaneous or rapidly sequential and overlapping
screen taps made by the index and middle finger of one hand. Distinguished
simply by their temporal sequence and relative left/right position these
gestures are designed explicitly for the very small screens (approx. 40mm
square) of smartwatches and to operate without interfering with regular single
touch input. This paper presents the design of beating gestures and a rigorous
empirical study that characterizes how users perform them -- in a mean of 355ms
and with an error rate of 5.5%. We also derive thresholds for reliably
distinguishing between simultaneous (under 30ms) and sequential (under 400ms)
pairs of screen touches or releases. We then present five interface designs and
evaluate them in a qualitative study in which users report valuing the speed
and ready availability of beating gestures.
Automatically Adjusting the Speed of E-Learning Videos
WIP Theme: Learning
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Song, Sunghyun
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Hong, Jeong-ki
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Oakley, Ian
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Cho, Jun Dong
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Bianchi, Andrea
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1451-1456
© Copyright 2015 ACM
Summary: Videos are becoming a commonplace way for students to view instructional
material. Although current technology allows customization of default playback
speeds to cater to individual students' desired pace, we highlight a need for
more dynamic or reactive control systems capable of varying playback in
response to viewer needs or activities (e.g. slowing down during note-taking).
This article instantiates this idea by describing a system that tracks a user's
head position in order to infer and respond to their activities whilst watching
an educational video. We describe the design and implementation of the system
and a user study that highlights usage patterns and shows automatic tracking
and playback speed adjustment can effectively lower users' workload.
The ATB Framework: Quantifying and Classifying Epistemic Strategies in
Tangible Problem-Solving Tasks
Paper Session 1: Why Use Theory?
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Esteves, Augusto
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Bakker, Saskia
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Antle, Alissa N.
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May, Aaron
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Warren, Jillian
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Oakley, Ian
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.13-20
© Copyright 2015 ACM
Summary: In task performance, pragmatic actions refer to behaviors that make direct
progress, while epistemic actions involve altering the world so that cognitive
processes are faster, more reliable or less taxing. Epistemic actions are
frequently presented as a beneficial consequence of interacting with tangible
systems. However, we currently lack tools to measure epistemic behaviors,
making substantiating such claims highly challenging. This paper addresses this
problem by presenting ATB, a video-coding framework that enables the
identification and measurement of different epistemic actions during
problem-solving tasks. The framework was developed through a systematic
literature review of 78 papers, and analyzed through a study involving a jigsaw
puzzle -- a classical spatial problem -- involving 60 participants. In order to
assess the framework's value as a metric, we analyze the study with respect to
its reliability, validity and predictive power. The broadly supportive results
lead us to conclude that the ATB framework enables the use of observed
epistemic behaviors as a performance metric for tangible systems. We believe
that the development of metrics focused explicitly on the properties of
tangible interaction are currently required to gain insight into the genuine
and unique benefits of tangible interaction. The ATB framework is a step
towards this goal.
MagnID: Tracking Multiple Magnetic Tokens
Paper Session 3: Techie: How it Works
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Bianchi, Andrea
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Oakley, Ian
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.61-68
© Copyright 2015 ACM
Summary: Tangible systems present compelling interaction opportunities but are
typically enabled by complex, bulky, awkward or expensive sensing
infrastructures. This hinders their adoption in many application areas. In
order to address this issue, this paper explores the use of simple active
magnetic tokens that create carefully controlled patterns of varying magnetic
flux as the building blocks of tangible systems. We describe the construction
of these tokens and a software system capable of detecting their presence and
inferring their location based on data sampled from a single triaxial
magnetometer a standard component of most current mobile devices. The system
can recognize token positions from a set of six pre-calibrated locations with
an accuracy of 99%. We describe the hardware and software components of this
system and five demonstration applications that illustrate its functionality.
Indoor-ALPS: an adaptive indoor location prediction system
Indoor location
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Koehler, Christian
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Banovic, Nikola
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Oakley, Ian
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Mankoff, Jennifer
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Dey, Anind K.
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.171-181
© Copyright 2014 ACM
Summary: Location prediction enables us to use a person's mobility history to realize
various applications such as efficient temperature control, opportunistic
meeting support, and automated receptionists. Indoor location prediction is a
challenging problem, particularly due to a high density of possible locations
and short transition distances between these locations. In this paper we
present Indoor-ALPS, an Adaptive Indoor Location Prediction System that uses
temporal-spatial features to create individual daily models for the prediction
of when a user will leave their current location (transition time) and the next
location she will transition to. We tested Indoor-ALPS on the Augsburg Indoor
Location Tracking Benchmark and compared our approach to the best performing
temporal-spatial mobility prediction algorithm, Prediction by Partial Match
(PPM). Our results show that Indoor-ALPS improves the temporal-spatial
prediction accuracy over PPM for look-aheads up to 90 minutes by 6.2%, and for
up to 30 minute look-aheads by 10.7%. These results demonstrate that
Indoor-ALPS can be used to support a wide variety of indoor mobility
prediction-based applications.
Interaction on the edge: offset sensing for small devices
Watches and small devices
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Oakley, Ian
/
Lee, Doyoung
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.169-178
© Copyright 2014 ACM
Summary: The touch screen interaction paradigm, currently dominant in mobile devices,
begins to fail when very small systems are considered. Specifically, "fat
fingers", a term referring to the fact that users' extremities physically
obstruct their view of screen content and feedback, become particularly
problematic. This paper presents a novel solution for this issue based on
sensing touches to the perpendicular edges of a device featuring a
front-mounted screen. The use of such offset contact points ensures that both a
user's fingers and the device screen remain clearly in view throughout a
targeting operation. The configuration also supports a range of novel
interaction scenarios based on the touch, grip and grasp patterns it affords.
To explore the viability of this concept, this paper describes EdgeTouch, a
small (6 cm) hardware prototype instantiating this multi-touch functionality.
User studies characterizing targeting performance, typical user grasps and
exploring input affordances are presented. The results show that targets of
7.5-22.5 degrees in angular size are acquired in 1.25-1.75 seconds and with
accuracy rates of 3%-18%, promising results considering the small form factor
of the device. Furthermore, grasps made with between two and five fingers are
robustly identifiable. Finally, we characterize the types of input users
envisage performing with EdgeTouch, and report occurrence rates for key
interactions such as taps, holds, strokes and multi-touch and compound input.
The paper concludes with a discussion of the interaction scenarios enabled by
offset sensing.
Workshop on inconspicuous interaction
Workshop summaries
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Marques, Diogo
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Carriço, Luís
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Guerreiro, Tiago
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De Luca, Alexander
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Maes, Pattie
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Muslukhov, Ildar
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Oakley, Ian
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von Zezschwitz, Emanuel
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.91-94
© Copyright 2014 ACM
Summary: Growing usage of interactive systems in the public space has highlighted the
prevalence of conflicts between desired functionality and maintenance of
privacy/social comfort. This has inspired researchers and practitioners, in
communities concerned with usable security, wearable and mobile interfaces,
natural user interfaces, accessibility and social interaction, to employ
inconspicuous interaction styles. This workshop will bring these communities
together to produce forward-looking insights that can shape the way users
interact with tomorrow's computers, in interactive systems that account for the
social nomadic contexts where they are bound to be used.
Classifying physical strategies in tangible tasks: a video-coding framework
for epistemic actions
Works-in-progress
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Esteves, Augusto
/
Bakker, Saskia
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Antle, Alissa N.
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May, Aaron
/
Warren, Jillian
/
Oakley, Ian
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1843-1848
© Copyright 2014 ACM
Summary: Tangible interaction is a compelling interface paradigm that elegantly
merges the fluency of physical manipulation with the flexibility of digital
content. However, it is currently challenging to understand the real benefits
and advantages of tangible systems. To address this problem, this paper argues
that we need new evaluation techniques capable of meaningfully assessing how
users perform with tangible, physical objects. Working towards this aim, it
presents a video-coding framework that supports the granular identification of
epistemic actions (physical actions that are made to simplify cognitive work)
during tangible tasks. The framework includes 20 epistemic actions, identified
through a systematic literature review of 77 sources. We argue that data
generated by applying this process will help us better understand epistemic
behavior and, ultimately, lead to the generation of novel, grounded design
insights to support physically-grounded cognitive strategies in tangible tasks.
Playing for the planet: designing toys that foster sustainable values
Technology for all
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Barreto, Mary
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Scott, Michelle
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Oakley, Ian
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Karapanos, Evangelos
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Nunes, Nuno J.
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Gomes, Sofia
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Gomes, Joana
Proceedings of the 2013 Annual European Conference on Cognitive Ergonomics
2013-08-26
p.16
© Copyright 2013 ACM
Summary: The children of today are the adults of tomorrow, for this reason it is
essential to educate this generation about sustainable values, such as
recycling and reducing waste and energy consumption. By targeting children's
main activity of playing and toys, the design of a toy that instills
sustainable values is illustrated through PlayGreen, a prototype of an
interactive application. We argue that this type of toy should be designed
according to children's cognitive development and their learning skills, as
well as conforming to a value centered design process. This paper focuses on
Piaget's cognitive development theory, more specifically, the concrete
operational stage processes, which occur between the ages of seven and eleven
years old. Our prototype is an application focusing on the value of resource
management and allows children to create new toys from household materials.
This prototype was tested with 8 and 9 year old children via a Wizard of Oz
method. The prototype successfully integrated a value related to sustainability
and the users were able to manipulate it easily as it was adequate to their
cognitive skills.
CASA: context-aware scalable authentication
Authentication and authorization
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Hayashi, Eiji
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Das, Sauvik
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Amini, Shahriyar
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Hong, Jason
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Oakley, Ian
Proceedings of the 2013 Symposium on Usable Privacy and Security
2013-07-24
p.3
© Copyright 2013 ACM
Summary: We introduce context-aware scalable authentication (CASA) as a way of
balancing security and usability for authentication. Our core idea is to choose
an appropriate form of active authentication (e.g., typing a PIN) based on the
combination of multiple passive factors (e.g., a user's current location) for
authentication. We provide a probabilistic framework for dynamically selecting
an active authentication scheme that satisfies a specified security requirement
given passive factors. We also present the results of three user studies
evaluating the feasibility and users' receptiveness of our concept. Our results
suggest that location data has good potential as a passive factor, and that
users can reduce up to 68% of active authentications when using an
implementation of CASA, compared to always using fixed active authentication.
Furthermore, our participants, including those who do not using any security
mechanisms on their phones, were very positive about CASA and amenable to using
it on their phones.
Understanding motivations for Facebook use: usage metrics, network
structure, and privacy
Papers: social media practices
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Spiliotopoulos, Tasos
/
Oakley, Ian
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.3287-3296
© Copyright 2013 ACM
Summary: This study explores the links between motives for using a social network
service and numerical measures of that activity. Specifically, it identified
motives for Facebook use by employing a Uses and Gratifications (U&G)
approach and then investigated the extent to which these motives can be
predicted through usage and network metrics collected automatically via the
Facebook API. In total, 11 Facebook usage metrics and eight personal network
metrics served as predictors. Results showed that all three variable types in
this expanded U&G frame of analysis (covering social antecedents, usage
metrics, and personal network metrics) effectively predicted motives and
highlighted interesting behaviors. To further illustrate the power of this
framework, the intricate nature of privacy in social media was explored and
relationships drawn between privacy attitudes (and acts) and measures of use
and network structure.
jamTable: Can Physical Interfaces Support the Collaboration between Novice
and Experienced Musicians?
Music
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Esteves, Augusto
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Quintal, Filipe
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Oakley, Ian
HAID 2013: International Workshop on Haptic and Audio Interaction Design
2013-04-18
p.99-108
© Copyright 2013 Springer-Verlag
Summary: This paper introduces jamTable, a system that enables the collaboration
between users playing a standard musical instrument and users interacting with
a tangible musical sequencer. In an introductory study both qualitative and
quantitative data were collected from eight participants in two setup
conditions: Musician-Musician and Novice-Musician pairs. By comparing the
performance of participants in these two groups, this paper gathers relevant
insights regarding the ability of a tangible musical application such as the
jamTable to support musical collaborations between novice and experienced
musicians -- in both learning or performance activities.
Uses & gratifications of a Facebook media sharing group
Understanding people's practices in social networks
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Karnik, Mayur
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Oakley, Ian
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Venkatanathan, Jayant
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Spiliotopoulos, Tasos
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Nisi, Valentina
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.821-826
© Copyright 2013 ACM
Summary: This paper explores uses and gratifications of a content community on a
social network service -- a music video sharing group on Facebook. In a
two-stage study, 20 users first generated words or phrases to describe how they
used the group, and what they enjoyed about their use. These phrases were coded
into 34 questionnaire items that were then completed by 57 new participants.
Factor analysis on this data revealed four gratifications: contribution;
discovery; social interaction and entertainment. These factors are interpreted
and discussed, leading to design implications and guidelines aimed at informing
the design of future online services that combine media sharing with social
interaction to create online systems based on a rich and meaningful
object-centered sociality.
The digital dream lab: tabletop puzzle blocks for exploring programmatic
concepts
Learning and education
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Oh, Hyunjoo
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Deshmane, Anisha
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Li, Feiran
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Han, Ji Yeon
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Stewart, Matt
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Tsai, Michael
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Xu, Xing
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Oakley, Ian
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.51-56
© Copyright 2013 ACM
Summary: Tangible interaction links digital data with physical forms to support
embodied use. Puzzle pieces, which their inherent physical syntax of
connectable elements, provide a powerful and expressive metaphor on which to
construct such tangible systems. Prior work has explored this potential in the
domain of edutainment systems for children aimed at tasks such as learning
logic, programming or organizational skills. Although this work is promising,
it has largely focused on relatively advanced concepts and children of ages
7-12 years. The work presented in this paper adopts the same perspective but
focuses on young children (5 and under) and a simpler range of concepts
relating to the clustering and manipulation of data. To achieve this it
presents the design (including results from a series of six formative field
studies) and implementation of the Digital Dream Lab tabletop puzzle block
system. This system, intended for installation in a museum, engages young
children (aged 4-5) to explore simple programmatic concepts and the link
between the physical and virtual world. The paper closes with design
recommendations of future work targeting this goal, setting and age group.
Supporting offline activities on interactive surfaces
Compare and contrast
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Esteves, Augusto
/
Scott, Michelle
/
Oakley, Ian
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.147-154
© Copyright 2013 ACM
Summary: This paper argues that inherent support for offline activities -- activities
that are not sensed by the system -- is one of strongest benefits of tangible
interaction over more traditional interface paradigms. By conducting two
studies with single and paired users on a simple tangible tabletop scheduling
application, this paper explores how tabletop interfaces could be designed to
better support such offline activities. To focus its exploration, it looks at
offline activities in terms of how they support cognitive work, such as aiding
exploration of problem spaces or lowering task complexity. This paper concludes
with insights relating to the form, size, and location for spaces that afford
offline actions, and also the design of tangible tokens themselves.
Physical games or digital games?: comparing support for mental projection in
tangible and virtual representations of a problem-solving task
Compare and contrast
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Esteves, Augusto
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van den Hoven, Elise
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Oakley, Ian
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.167-174
© Copyright 2013 ACM
Summary: This paper explores how different interfaces to a problem-solving task
affect how users perform it. Specifically, it focuses on a customized version
of the game of Four-in-a-row and compares play on a physical, tangible game
board with that conducted in mouse and touch-screen driven virtual versions.
This is achieved through a repeated measures study involving a total of 36
participants and which explicitly assesses aspects of cognitive work through
measures of time task, subjective workload, the projection of mental constructs
onto external structures and the occurrence of explanatory epistemic actions.
The results highlight the relevance of projection and epistemic action to this
problem-solving task and suggest that the different interface forms afford
instantiation of these activities in different ways. The tangible version of
the system supports the most rapid execution of these actions and future work
on this topic should explore the unique advantages of tangible interfaces in
supporting epistemic actions.
Designing tangible magnetic appcessories
Demos
/
Bianchi, Andrea
/
Oakley, Ian
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.255-258
© Copyright 2013 ACM
Summary: Tangible interaction allows the control of digital information through
physical artifacts -- virtual data is tied to real-world objects. Sensing and
display technologies that enable this kind of functionality are typically
complex. This represents a barrier to entry for researchers and also restricts
where these interaction techniques can be deployed. Addressing these
limitations, recent work has explored how the touch screens on mobile devices
can be used as sensing and display platforms for tangible interfaces. This
paper extends this work by exploring how magnets can be employed to achieve
similar ends. To achieve this, it describes the design and construction of
eight magnetic appcessories. These are cheap, robust physical interfaces that
leverage magnets (and the magnetic sensing built into mobile devices) to
support reliable and expressive tangible interactions with digital content.
Designing and making a tangible tabletop game with ToyVision
Studios
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Marco, Javier
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Oakley, Ian
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Cerezo, Eva
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Baldassarri, Sandra
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.423-426
© Copyright 2013 ACM
Summary: Studio participants will design and prototype tangible board-games for
NIKVision: a tabletop computer for young children. The goal of this studio is
to give designers and developers hands-on experience of developing a functional
prototype of a tangible tabletop application without the intrinsic difficulties
of managing electronic sensors, actuators and machine vision algorithms. During
the studio attendees will complete a simple but conceptually complete tangible
board-game prototype during the workshop day by abstracting the technologies
and keeping focus firmly on the application behaviours and the interactions
between users, objects and the system. This will be achieved through using the
ToyVision toolkit, a set of software tools that lowers the threshold of
prototyping both the "bits" and "atoms" of interactive tabletop games.
Performing Online and Offline: How DJs Use Social Networks
Facilitating Social Behaviour and Collaboration I
/
Karnik, Mayur
/
Oakley, Ian
/
Nisi, Valentina
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2
2013
v.2
p.63-80
Keywords: Ethnography; DJs; social networks; participant observations
© Copyright 2013 IFIP
Summary: Music and online Social Network Sites (SNS) are closely intertwined in
popular culture, but we know relatively little about how performers use and
take advantage of such social systems. This paper investigates this space by
exploring how professional DJs leverage SNS in their work. It adopts a long
term mixed-methods ethnographic approach encompassing semi-structured
interviews, supported by studio visits and participant observations. Results
revealed that DJs used SNS for connecting to their audiences; promoting their
work; receiving peer feedback; discovering content and keeping abreast of their
field; and organizing and coordinating events. We further interpret our
findings in the context of issues DJs highlighted about their professional
practice and technology, and our observations; and draw out design implications
for future music orientated systems and services.
Designing to support prescribed home exercises: understanding the needs of
physiotherapy patients
@home
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Chandra, Hitee
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Oakley, Ian
/
Silva, Hugo
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.607-616
© Copyright 2012 ACM
Summary: Musculoskeletal disorders are a globally significant health problem
affecting millions. Physiotherapy, including prescribed exercises performed
independently by patients in their homes, is a key treatment for many
sufferers. However, many patients fail to complete home exercises, prolonging
recovery periods or accelerating decline. Pervasive health technologies,
capable of monitoring users in their homes, are ideally suited to address this
problem. This paper describes user research with a group of three
physiotherapists and eleven current physiotherapy patients to understand the
problems and user needs underlying non-compliance with home exercise regimes.
The research adopted a speed dating approach and culminated with six insights
and design recommendations relating to the form and type of feedback that
should be used in such systems, to how scheduling and therapist-patient
communication systems should be designed and to the role of privacy.