Rethinking Mobile Interfaces for Older Adults
SIG Meetings
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Charness, Neil
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Dunlop, Mark
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Munteanu, Cosmin
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Nicol, Emma
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Oulasvirta, Antti
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Ren, Xiangshi
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Sarcar, Sayan
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Silpasuwanchai, Chaklam
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1131-1134
© Copyright 2016 ACM
Summary: This SIG advances the study of mobile user interfaces for the aging
population. The topic is timely, as the mobile device has become the most
widely used computer terminal and at the same time the number of older people
will soon exceed the number of children worldwide. However, most HCI research
addresses younger adults and has had little impact on older adults. Some design
trends, like the mantra "smaller is smarter", contradict the needs of older
users. Developments like this may diminish their ability to access information
and participate in society. This can lead to further isolation (social and
physical) of older adults and increased widening of the digital divide. This
SIG aims to discuss mobile interfaces for older adults. The SIG has three
goals: (i) to map the state-of-art, (ii) to build a community gathering experts
from related areas, and (iii) to raise awareness within the SIGCHI community.
The SIG will be open to all at CHI.
Leveraging and Integrating Eastern and Western Insights for Human Engagement
Studies in HCI
Workshop Summaries
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Law, Effie Lai-Chong
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Silpasuwanchai, Chaklam
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Ren, Xiangshi
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Bardzell, Jeffrey
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Clemmensen, Torkil
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Liu, Yan
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2433-2436
© Copyright 2015 ACM
Summary: Human engagement is at the heart of every interactive technology. However, a
concrete framework for synergizing the capabilities of humans and technologies
to allow fully engaging interactions to happen is yet to be developed. We posit
that such a framework should be grounded in a deeper understanding of human
nature (e.g., mind-body relations), which in the field of HCI has primarily
been built upon the Western philosophies. There are scattered, underexplored
Eastern philosophies (e.g., Yijing, Zen) that may provide new lens and tools to
analyze how humans interact with resources in their environments, including
technological artefacts. Discussions of leveraging and possibly integrating
Eastern and Western insights for human engagement studies will be an exciting
and a radical forum for the HCI community.
Jump and shoot!: prioritizing primary and alternative body gestures for
intense gameplay
Understanding and designing games
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Silpasuwanchai, Chaklam
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Ren, Xiangshi
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.951-954
© Copyright 2014 ACM
Summary: Motion gestures enable natural and intuitive input in video games. However,
game gestures designed by developers may not always be the optimal gestures for
players. A key challenge in designing appropriate game gestures lies in the
interaction-intensive nature of video games, i.e., several actions/commands may
need to be executed concurrently using different body parts. This study
analyzes user preferences in game gestures, with the aim of accommodating high
interactivity during gameplay. Two user-elicitation studies were conducted:
first, to determine user preferences, participants were asked to define
gestures for common game actions/commands; second, to develop effective
combined-gestures, participants were asked to define possible game gestures
using each body part (one and two hands, one and two legs, head, eyes, and
torso). Our study presents a set of suitable and alternative body parts for
common game actions/commands. We also present some simultaneously applied game
gestures that assist interaction in highly interactive game situations (e.g.,
selecting a weapon with the feet while shooting with the hand). Interesting
design implications are further discussed, e.g., transferability between hand
and leg gestures.
Only for casual players?: investigating player differences in full-body game
interaction
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Mizobata, Ryo
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Silpasuwanchai, Chaklam
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Ren, Xiangshi
Proceedings of the 2014 International Symposium on Chinese CHI
2014-04-26
p.57-65
© Copyright 2014 ACM
Summary: Full-body motion gestures enable realistic and intuitive input in video
games. However, little is known regarding how different kinds of players
engage/disengage with full-body game interaction. In this paper, adopting a
user-typing approach, we explore player differences and their preferences in
full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize
three human factors that influence player engagement in full-body game
interaction, i.e., the player's motivation to succeed (achiever vs. casual
player), motivation to move (mover vs. non-mover), and game expertise (gamer
vs. non-gamer). To explore the hypotheses, we conducted an experiment where
participants were tasked with playing three different video games supporting
full-body game gestures. The results suggest a significant correlation and main
effect of the three factors on players' engagement. The results also suggest
three important game properties that affect players' preferences: level of
cognitive challenge, level of physical challenge and level of realistic
interaction.