[1]
Understanding Individual Differences for Tailored Smoking Cessation Apps
DIY Healthcare: Apps & Wearables
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
Lichon, Lars
/
Rasmussen, Stephan
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1699-1708
© Copyright 2015 ACM
Summary: Finding ways to help people quit smoking is a high priority in health
behavior change research. Recent HCI studies involving technologies using
specific quitting techniques such as social support and SMS messaging to help
people quit have reported some success. Early studies using computer generated
print material report significant success of tailored versus non-tailored
material, however, there is limited understanding on what aspects of digitally
delivered quitting assistance should be tailored and how. To address this, we
have conducted an empirical investigation with smokers to identify perceived
importance of different types of help when quitting and the potential role of
technology in providing such help. We found that people are highly individual
in their approach to quitting and the kind of help they regard as relevant to
their situation. Our contribution is a collection of empirically derived themes
for tailoring smoking cessation apps to individual quitting needs.
[2]
Eco-Forecasting for Domestic Electricity Use
Eco-Green: Encouraging Energy Conservation
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
Paay, Jeni
/
Lund, Dennis
/
Madsen, Tue
/
Nielsen, Michael
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1985-1988
© Copyright 2015 ACM
Summary: Over the past decade we have seen an increased awareness about domestic
energy consumption and a growing focus on eco-feedback displays. In this paper
we explore the concept of providing forecasts in such displays as a supplement
to information about past usage. Our prototype, eForecast, extends the display
of past electricity usage with forecasts about expected usage, electricity
price, availability of wind power, and expected demand drops and peaks.
Building on previous eco-feedback display research, our approach specifically
enables people to use electricity at more opportune times -- when it is cheap,
green, or when there is an abundance of capacity. We evaluated eForecast in
real world use in three domestic households for 22 weeks, where we explored
potentials and limitations of forecasting for shifting electricity consumption.
In this way, families were able to act in a more sustainable way -- without
necessarily reducing the amount of electricity consumed.
[3]
When Value is Greater than Money: a Micropayment System in Uganda
Case Studies: Observation & Interaction
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Prentow, Rasmus
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Steiniche, Rasmus
/
Johansen, Simone D.
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Paay, Jeni
/
Aaen, Ivan
/
Kjeldskov, Jesper
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.765-772
© Copyright 2015 ACM
Summary: The Pay-E-Safe system is a token-based car battery powered electronic
micropayment system for emerging markets in East Africa. This is the story of
how it was developed with different ethnic groups in Kasese, Uganda, combining
methods from HCI, software development, and business modeling. We created a
system that is inexpensive to implement, sensitive to the Ugandan context (e.g.
low incomes, unreliable power supplies and unstable Internet connections) and
provides benefits to local vendors as well as added value to users and their
families. Using observations, interviews and prototype evaluations with local
Ugandans we studied people's spending behaviors and then explored alternative
design solutions with them. Along the way, we discovered that a micropayment
system could actually add value to the user experience beyond the exchange of
money for services. This case study reports on how we designed the system and
the additional value it afforded users.
[4]
Personal Counseling on Smart Phones For Smoking Cessation
WIP Theme: Healthcare and Wellbeing
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Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
Srikandarajah, Nirojan
/
Brinthaparan, Umachanger
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1427-1432
© Copyright 2015 ACM
Summary: The unhealthy consequences of smoking cigarettes are well known and yet
people still continue to smoke. Recent research involving technology to help
people quit smoking has had limited success. Personal face-to-face counseling
has historically proven the most successful and effective means to help people
quit, but most people are reluctant or too busy to attend counseling sessions.
As a potential solution to this problem, we explore providing personal
counseling to users via their mobile phones. The advice, written by experts, is
based on data about the user and their actual smoking habits collected through
smart phones. From a prototype deployment with users in real life context, we
found that this type of personal counseling is influential in changing peoples'
smoking behaviors for the better. In addition, being made aware of actual
smoking habits helps people form strategies that improve their ability to quit.
[5]
Connecting in the Kitchen: An Empirical Study of Physical Interactions while
Cooking Together at Home
All in the Family
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Paay, Jeni
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Kjeldskov, Jesper
/
Skov, Mikael B.
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.276-287
© Copyright 2015 ACM
Summary: Recent research has explored the role technology might play in future
kitchens, including virtually dining together, recipe sharing, augmented
kitchen furniture, reactive cooking utensils and gestural interaction. When
people come together in a kitchen to cook it is about more than just production
of sustenance -- it is about being together, helping each other, exchanging
stories, and contributing to the gradual emergence of a shared meal. In this
paper we present a digital ethnography of how people coordinate and cooperate
in their kitchens when cooking together for the purpose of inspiring the design
of social natural user interactions for technologies in the kitchen. The study
is based on 61 YouTube videos of people cooking together analyzed using the
frameworks of proxemics and F-formations. Our findings unfold and illustrate
relationships between people's spatial organization, their cooking activities
and physical kitchen layouts. Based on these we discuss the kitchen as a design
space and particularly the opportunities for social natural user interaction
design.
[6]
Kitchen kinesics: situating gestural interaction within the social contexts
of family cooking
Home and away and neighbours
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Nansen, Bjorn
/
Davis, Hilary
/
Vetere, Frank
/
Skov, Mikael
/
Paay, Jeni
/
Kjeldskov, Jesper
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.149-158
© Copyright 2014 ACM
Summary: HCI research and practice have moved into the kitchen, and alongside
screen-based technologies, a number of tangible interaction designs are
emerging to support home cooking. However, we note that the designs of tangible
technologies for kitchens have, to date, emphasized the work of cooking rather
than the social significance or context in which it occurs. Building on this
growing interest in cooking and the kitchen, we report on ethnographic research
with intergenerational family members cooking together in their homes. We
analyze the social, material and embodied contexts of kitchen kinesics -- the
non-verbal gestural communication observed in family cooking interactions.
Based upon these social, embodied, and material contexts of gestural
interaction in the kitchen, we identify a number of contextual concerns for
approaching the design and understanding of the role of gesture in familial
cooking. Ultimately we highlight the significance of collocated gestural
interaction and gestured interaction over a distance to understand the
opportunities and limitations afforded by the design of new technologies in the
kitchen.
[7]
Design of an appliance level eco-feedback display for domestic electricity
consumption
Sustainability, food and electricity
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Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
Lund, Dennis
/
Madsen, Tue
/
Nielsen, Michael
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.332-341
© Copyright 2014 ACM
Summary: Over the past decade there has been an increased focus on eco-feedback
systems for electricity consumption due to emerging technologies that allow
detailed and real-time usage data to be collected and presented to users. In
this paper, we present the design of an always-on eco-feedback display,
PowerViz, that provides information about people's power usage in their homes
at an appliance level. In our study, we found that PowerViz increased awareness
towards energy consumption, gave householders a better understanding of high
consumption devices and made it easy for them to isolate and respond to
unnecessary or "greedy" appliances by turning them off or changing their use
patterns. We also found that an ambient display of the household's total
current electricity use both informed and attracted people to use the system
when power usage became unusually high.
[8]
Quitty: using technology to persuade smokers to quit
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Brinthaparan, Umachanger
/
Lichon, Lars
/
Rasmussen, Stephan
/
Srikandaraja, Nirojan
/
Smith, Wally
/
Wadley, Greg
/
Ploderer, Bernd
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.551-560
© Copyright 2014 ACM
Summary: Health is an important topic in HCI research with an increasing amount of
health risks surrounding individuals and society at large. It is well known
that smoking cigarettes can have serious health implications. The importance of
this problem motivates investigation into the use of technology to encourage
behavior change. Our study was designed to gather empirical knowledge about the
role a "quitting app" can play in persuading people to quit smoking. Our
purpose-built app Quitty introduces different content types from different
content sources to study how they are perceived and motivate health behavior
change. Findings from our field study show that tailored content and
push-messages are considered the most important for persuading people to stop
smoking. Based on our empirical findings, we propose six guidelines on how to
design mobile applications to persuade smokers to quit.
[9]
Social NUI: social perspectives in natural user interfaces
Workshop summaries
/
Vetere, Frank
/
O'Hara, Kenton
/
Paay, Jeni
/
Ploderer, Bernd
/
Harper, Richard
/
Sellen, Abigail
Companion Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.2
p.215-218
© Copyright 2014 ACM
Summary: Natural User Interfaces (NUI) offer rich ways for interacting with the
digital world that make innovative use of existing human capabilities. They
include and often combine different input modalities such as voice, gesture,
eye gaze, body interactions, touch and touchless interactions. However much of
the focus of NUI research and development has been on enhancing the experience
of individuals interacting with technology. Effective NUIs must also
acknowledge our innately social characteristics, and support how we communicate
with each other, play together, learn together and collaboratively work
together. This workshop concerns the social aspects of NUI. The workshop seeks
to better understand the social uses and applications of these new NUI
technologies -- how we design these technologies for new social practices and
how we understand the use of these technologies in key social contexts.
[10]
Connecting children to nature with technology: sowing the seeds for
pro-environmental behaviour
Wednesday short papers
/
Cumbo, Bronwyn J.
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Jacobs, Brent C.
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.189-192
© Copyright 2014 ACM
Summary: Regular interactions with nature are vital for the development and wellbeing
of children and also to build attachment and value for natural environments
that potentially promote pro-environmental behaviour in later life. In this
paper, we report on a study designed to identify opportunities for digital
technology to support children's connectedness to the natural environment,
thereby encouraging positive environmental attitudes in children, as well as
healthy physical play. Through participatory engagement with a group of 15
Danish children (aged 8-12) and their parents, using focus groups and follow up
interviews, we explore what motivates children to undertake everyday
recreational activities, focusing on activities undertaken in nature, and how
these interactions influence meaning associated with their local natural place.
The contribution of this paper is a deeper understanding of what motivates
children to interact with nature, and a discussion of how technology may
enhance this interaction.
[11]
EyeGaze: enabling eye contact over video
Connection and collaboration
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Kjeldskov, Jesper
/
Smedegård, Jacob H.
/
Nielsen, Thomas S.
/
Skov, Mikael B.
/
Paay, Jeni
Proceedings of the 2014 International Conference on Advanced Visual
Interfaces
2014-05-27
p.105-112
© Copyright 2014 ACM
Summary: Traditional video communication systems offer a very limited experience of
eye contact due to the offset between cameras and the screen. In response, we
present EyeGaze, which uses multiple Kinect cameras to generate a 3D model of
the user, and then renders a virtual camera angle giving the user an experience
of eye contact. As a novel approach, we use concepts from KinectFusion, such as
a volumetric voxel data representation and GPU accelerated ray tracing for
viewpoint rendering. This achieves detail from a noisy source, and allows the
real-time video output to be a composite of old and new data. We frame our work
in literature on eye contact and previous approaches to supporting it over
video. We then describe EyeGaze, and an empirical study comparing it with
communication face-to-face or over traditional video. The study shows that
while face-to-face is still superior, EyeGaze has added value over traditional
video in terms of eye contact, involvement, turn-taking and co-presence.
[12]
Never too old: engaging retired people inventing the future with MaKey MaKey
Engaging older adults through technology
/
Rogers, Yvonne
/
Paay, Jeni
/
Brereton, Margot
/
Vaisutis, Kate L.
/
Marsden, Gary
/
Vetere, Frank
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3913-3922
© Copyright 2014 ACM
Summary: Within HCI, aging is often viewed in terms of designing assistive
technologies to improve the lives of older people, such as those who are
suffering from frailty or memory loss. Our research adopts a very different
approach, reframing the relationship in terms of wisdom, creativity and
invention. We ran a series of workshops where groups of retirees, aged between
early 60s and late 80s, used the MaKey MaKey inventor's toolkit. We asked them
to think about inventing the future and suggest ideas for new technologies. Our
findings showed that they not only rose to the challenge but also mastered the
technology, collaborated intensely together while using it and freely and at
length discussed their own, their family's and others' relationship with
technology. We discuss the value of empowering people in this way and consider
what else could be invented to enable more people to be involved in the design
and use of creative technologies.
[13]
Eye contact over video
Works-in-progress
/
Kjeldskov, Jesper
/
Smedegård, Jacob H.
/
Nielsen, Thomas S.
/
Skov, Mikael B.
/
Paay, Jeni
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1561-1566
© Copyright 2014 ACM
Summary: Video communication systems traditionally offer limited or no experience of
eye contact due to the offset between cameras and the screen. In response, we
are experimenting with the use of multiple Kinect cameras for generating a 3D
model of the user, and then rendering a virtual camera angle giving the user an
experience of eye contact. In doing this, we use concepts from KinectFusion,
such as a volumetric voxel data representation and GPU accelerated ray tracing
for viewpoint rendering. This achieves a detailed 3D model from a noisy source,
and delivers a promising video output in terms of visual quality, lag and frame
rate, enabling the experience of eye contact and face gaze.
[14]
"Ethnography and Virtual Worlds: A Handbook of Method", by Tom Boellstorff,
Bonnie Nardi, Celia Pearce & T. L. Taylor
Book Review
/
Paay, Jeni
Computer Supported Cooperative Work
2014-02
v.23
n.1
p.115-118
© Copyright 2014 Springer Science+Business
Summary: A first very positive quality of this book is that it exactly delivers what
it promises to be -- a handbook of method about ethnography and virtual worlds
-- and does so in an accessible and enjoyable way. The form factor of the
publication, as a handbook sized artefact, has been achieved, and so has the
authors' objective that readers should be able to use it to guide ethnographic
methods for the study of virtual worlds -- both when the reader is considering
ethnography as a possible method for exploring the culture of a virtual world
and when they are immersed in the actual study of one. The back cover of this
book states that it is a practical guide for students, teachers, designers and
scholars interested in using ethnographic methods for studying virtual worlds.
I can confirm this to be the case, as I myself take on all of these roles in my
professional life, and can see how this book could be a useful guide for the
intended stakeholders.
[15]
Promoting pro-environmental behaviour: a tale of two systems
Sustainability
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael
/
Pathmanathan, Rahuvaran
/
Pearce, Jon
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.235-244
© Copyright 2013 ACM
Summary: Sustainability is becoming increasingly important in our everyday lives. We
no longer see it as solely the responsibility of governments or large
corporations, but we are asking ourselves how we as individuals can contribute
to the well-being and maintenance of the world we live in. This paper explores
the use of mobile persuasive technology to promote pro-environmental behaviour
in the home. We have designed, implemented, deployed and evaluated two mobile
systems in two different domains, in two different countries. The novelty in
this research is that the theoretical outcomes from two different but related
studies are analysed together. From this we have discovered eight overarching
persuaders to sustainable domestic resource consumption. The fact that these
concepts are common to both studies strengthens the generalisability of our
findings. The contribution of this paper to HCI is a set of eight key concepts
to consider when designing mobile persuasive technology to promote
pro-environmental behaviour.
[16]
F-Formations in Cooking Together: A Digital Ethnography Using YouTube
Supporting Shared Activities
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
O'Hara, Kenton
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4
2013
v.4
p.37-54
Keywords: Cooking; F-formation; proxemics; digital ethnography; YouTube
© Copyright 2013 IFIP
Summary: Cooking together is an important part of our lives. We cook with others not
only to create a meal, but also to enhance our relationships. But how does this
role of communal cooking translate into modern society where families and
friends are increasingly separated physically and connected primarily online?
Motivated by this question we have embraced research into the design of future
networked cooking spaces. The first step has been to understand how people use
physical space while cooking together. Through a digital ethnography on YouTube
videos, we have analyzed the spatial configurations of people, food and
technology based on Kendon's notions of spacing and orientation. Our main
contribution is the identification of known F-formations as well as new
formations taking place during social cooking. Based on this we suggest that
given the presence of formations in the kitchen different from those found
during activities that are mainly conversational, simply installing traditional
video-conferencing systems in people's kitchens will not suffice in
facilitating the interactions taking place there. Instead, designers need to
rethink the positioning and use of cameras and displays.
[17]
A longitudinal review of Mobile HCI research methods
Panel discussion
/
Kjeldskov, Jesper
/
Paay, Jeni
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.69-78
© Copyright 2012 ACM
Summary: This paper revisits a research methods survey from 2003 and contrasts it
with a survey from 2010. The motivation is to gain insight about how mobile HCI
research has evolved over the last decade in terms of approaches and focus. The
paper classifies 144 publications from 2009 published in 10 prominent outlets
by their research methods and purpose. Comparing this to the survey for 2000-02
show that mobile HCI research has changed methodologically. From being almost
exclusively driven by engineering and applied research, current mobile HCI is
primarily empirically driven, involves a high number of field studies, and
focus on evaluating and understanding, as well as engineering. It has also
become increasingly multi-methodological, combining and diversifying methods
from different disciplines. At the same time, new opportunities and challenges
have emerged.
[18]
Using mobile phones to support sustainability: a field study of residential
electricity consumption
Defying environmental behavior changes
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
Paay, Jeni
/
Pathmanathan, Rahuvaran
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2347-2356
© Copyright 2012 ACM
Summary: Recent focus on sustainability has made consumers more aware of our joint
responsibility for conserving energy resources such as electricity. However,
reducing electricity use can be difficult with only a meter and a monthly or
annual electricity bill. With the emergence of new power meters units,
information on electricity consumption is now available digitally and
wirelessly. This enables the design and deployment of a new class of persuasive
systems giving consumers insight into their use of energy resources and means
for reducing it. In this paper, we explore the design and use of one such
system, Power Advisor, promoting electricity conservation through tailored
information on a mobile phone or tablet. The use of the system in 10 households
was studied over 7 weeks. Findings provide insight into peoples awareness of
electricity consumption in their home and how this may be influenced through
design.
[19]
Cooking together: a digital ethnography
Work-in-progress
/
Paay, Jeni
/
Kjeldskov, Jesper
/
Skov, Mikael B.
/
O'Hara, Kenton
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1883-1888
© Copyright 2012 ACM
Summary: Cooking together is an important part of everyday life, a social event in
which people enhance their relationships through shared stories and swapping
ideas on food preparation. We present a new methodology for studying human
interaction to inform the design of interactive systems. In our digital
ethnography we study a selection of YouTube videos and use Kendon's theory of
F-formations to catalogue a set of spatial patterns created between cooks,
kitchen spaces and cameras that influence the social aspects of cooking
together. A new F-formation specific to this domain is identified and used to
suggest design opportunities for a digitally enhanced kitchen space for sharing
the social experience of "cooking together" for people living in different
homes.
[20]
Supporting young children's communication with adult relatives across time
zones
/
Vutborg, René
/
Kjeldskov, Jesper
/
Paay, Jeni
/
Pedell, Sonja
/
Vetere, Frank
Proceedings of the 2011 Australian Computer-Human Interaction Conference
2011-11-28
p.291-300
© Copyright 2011 ACM
Summary: Regular contact between children and their adult relatives can be a problem
if they live in different time zones. In this situation, finding an agreed time
to contact each other can be both confusing and complicated. This paper
presents a study of the effect of time zone differences on communication
between grandparents and grandchildren living in different time zones. We
deployed a system between time zone distributed families to study this effect
and analysed its use based on four parameters of time and events based theory:
rigid sequential structures (that some events cannot occur before others),
fixed durations (that most events always last the same time), standard temporal
locations (that events have a standard time when they occur during the day) and
uniform rates of recurrence (that some events always reoccur at a uniform
rate). Our findings highlight the importance of: the need to consider the
parents' role in facilitating contact and making the technology easy to use by
children independently; the advantage of concurrent synchronous and
asynchronous interaction forms; and the need to respect people's private time.
These findings can inform the design of technology for supporting young
children's communications with adult relatives across time zones.
[21]
BISi: a blended interaction space
Meetings & interaction spaces
/
Paay, Jeni
/
Kjeldskov, Jesper
/
O'Hara, Kenton
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.185-200
© Copyright 2011 ACM
Summary: Distributed collaboration has been enhanced in recent years by sophisticated
new video conferencing setups like HP Halo and Cisco Telepresence, improving
the user experience of distributed meeting situations over traditional video
conferencing. The experience created can be described as one of "blending"
distributed physical locations into one shared space. Inspired by this trend,
we have been exploring the systematic creation of blended spaces for
distributed collaboration through the design of appropriate shared spatial
geometries. We present early iterations of our design work: the Blended
Interaction Space One prototype, BISi, and the lessons learned from its
creation.
[22]
Blended interaction spaces for distributed team collaboration
/
O'Hara, Kenton
/
Kjeldskov, Jesper
/
Paay, Jeni
ACM Transactions on Computer-Human Interaction
2011-04
v.18
n.1
p.3
© Copyright 2011 ACM
Summary: In recent years there has been an introduction of sophisticated new video
conferencing technologies (e.g., HP Halo, Cisco Telepresence) that have led to
enhancements in the collaborative user experience over traditional video
conferencing technologies. Traditional video conferencing set-ups often distort
the shared spatial properties of action and communication due to screen and
camera orientation disparities and other asymmetries. These distortions affect
access to the common resources used to mutually organize action and
communication. By contrast, new systems, such as Halo, are physically
configured to reduce these asymmetries and orientation disparities, thereby
minimizing these spatial distortions. By creating appropriate shared spatial
geometries, the distributed spaces become "blended" where the spatial
geometries of the local space continue coherently across the distributed
boundary into the remote site, providing the illusion of a single unified
space. Drawing on theories of embodied action and workplace design we discuss
the importance of this geometric "blending" of space for distributed
collaboration and how this is achieved in systems such as Halo. We then extend
these arguments to explore the concept of Blended Interaction Spaces: blended
spaces in which interactive groupware is incorporated in ways spatially
consistent with the physical geometries of the video-mediated set-up. We
illustrate this discussion through a system called BISi that introduces
interactive horizontal and vertical multipoint surfaces into a blended
video-mediated collaboration space. In presenting this system, we highlight
some of the particular challenges of creating these systems arising from the
spatial consequences of different interaction mechanisms (e.g., direct touch or
remote control) and how they affect movement and spatial configuration of
people in these spaces.
[23]
Indexicality: Understanding mobile human-computer interaction in context
/
Kjeldskov, Jesper
/
Paay, Jeni
ACM Transactions on Computer-Human Interaction
2010
v.17
n.4
p.14
© Copyright 2010 ACM
Summary: A lot of research has been done within the area of mobile computing and
context-awareness over the last 15 years, and the idea of systems adapting to
their context has produced promising results for overcoming some of the
challenges of user interaction with mobile devices within various specialized
domains. However, today it is still the case that only a limited body of
theoretically grounded knowledge exists that can explain the relationship
between users, mobile system user interfaces, and their context. Lack of such
knowledge limits our ability to elevate learning from the mobile systems we
develop and study from a concrete to an abstract level. Consequently, the
research field is impeded in its ability to leap forward and is limited to
incremental steps from one design to the next. Addressing the problem of this
void, this article contributes to the body of knowledge about mobile
interaction design by promoting a theoretical approach for describing and
understanding the relationship between user interface representations and user
context. Specifically, we promote the concept of indexicality derived from
semiotics as an analytical concept that can be used to describe and understand
a design. We illustrate the value of the indexicality concept through an
analysis of empirical data from evaluations of three prototype systems in use.
Based on our analytical and empirical work we promote the view that users
interpret information in a mobile computer user interface through creation of
meaningful indexical signs based on the ensemble of context and system.
[24]
Being here: designing for distributed hands-on collaboration in blended
interaction spaces
Collaborate
/
Broughton, Michael
/
Paay, Jeni
/
Kjeldskov, Jesper
/
O'Hara, Kenton
/
Li, Jane
/
Phillips, Matthew
/
Rittenbruch, Markus
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.73-80
Keywords: CSCW, blended interaction spaces, distributed collaboration, hands-on
collaboration, video conferencing
© Copyright 2009 CHISIG and author(s)
Summary: This paper describes a concept for supporting distributed hands-on
collaboration through interaction design for the physical and the digital
workspace. The Blended Interaction Spaces concept creates distributed work
environments in which collaborating parties all feel that they are present
"here" rather than "there". We describe thinking and inspirations behind the
Blended Interaction Spaces concept, and summarize findings from fieldwork
activities informing our design. We then exemplify the Blended Interaction
Spaces concept through a prototype implementation of one of four concepts.
[25]
Having fun at home: interleaving fieldwork and goal models
Design
/
Pedell, Sonja
/
Miller, Tim
/
Vetere, Frank
/
Sterling, Leon
/
Howard, Steve
/
Paay, Jeni
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.309-312
Keywords: agent-oriented modelling, domestic domain, fieldwork, probes, quality goals
© Copyright 2009 CHISIG and author(s)
Summary: We aim to make sense of a perplexing human experience (fun) as it occurs in
a recently discovered place for socio-technical study (the home). Our toolkit
includes technology probes, associated fieldwork and models from software
engineering. We describe how we interleave the probes and models. As the work
will please neither modeling nor fieldwork purists, we enunciate the benefits
of our ambidextrous approach.