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1.
  • Sanches, Pedro, et al. (författare)
  • Ambiguity as a resource to inform proto-practices : The case of skin conductance
  • 2019
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery. - 1073-0516 .- 1557-7325. ; 26:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.
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2.
  • Alavi, Hamed S., et al. (författare)
  • Introduction to Human-Building Interaction (HBI) : Interfacing HCI with Architecture and Urban Design
  • 2019
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : ACM Digital Library. - 1073-0516 .- 1557-7325. ; 26:2
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Buildings and urban spaces increasingly incorporate artificial intelligence and new forms of interactivity, raising a wide span of research questions about the future of human experiences with, and within, built environments. We call this emerging area Human-Building Interaction (HBI) and introduce it as an interdisciplinary domain of research interfacing Human-Computer Interaction (HCI) with Architecture and Urban Design. HBI seeks to examine the involvement of HCI in studying and steering the evolution of built environments. Therefore, we need to ask foundational questions such as the following: what are the specific attributes of built environments that HCI researchers should take into account when shifting attention and scale from "artefacts" to "environments"? Are architecture and interaction design methods and processes compatible? Concretely, how can a team of interaction designers bring their tools to an architectural project, and collaborate with other stakeholders? Can and will architecture change the theory and practice of HCI? Furthermore, research in HBI should produce knowledge and practical guidelines by experimenting novel design instances that combine architecture and digital interaction. The primary aim of this article is to specify the mission, vision, and scope of research in HBI. As the introductory article to the TOCHI special issue, it also provides a summary of published manuscripts and describes their collective contribution to the development of this field.
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4.
  • Almeida, Teresa, et al. (författare)
  • Woman-Centered Design through Humanity, Activism, and Inclusion
  • 2020
  • Ingår i: ACM Transactions on Computer-Human Interaction. - New York : ACM Digital Library. - 1073-0516 .- 1557-7325. ; 27:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Women account for over half of the global population, however, continue to be subject to systematic and systemic disadvantage, particularly in terms of access to health and education. At every intersection, where systemic inequality accounts for greater loss of life or limitations on full and healthy living, women are more greatly impacted by those inequalities. The design of technologies is no different, the very definition of technology is historically cast in terms of male activities, and advancements in the field are critical to improve women's quality of life. This article views HCI, a relatively new field, as well positioned to act critically in the ways that technology serve, refigure, and redefine women's bodies. Indeed, the female body remains a contested topic, a restriction to the development of women's health. On one hand, the field of women's health has attended to the medicalization of the body and therefore is to be understood through medical language and knowledge. On the other hand, the framing of issues associated with women's health and people's experiences of and within such system(s) remain problematic for many. This is visible today in, e.g., socio-cultural practices in disparate geographies or medical devices within a clinic or the home. Moreover, the biological body is part of a great unmentionable, i.e., the perils of essentialism. We contend that it is necessary, pragmatically and ethically, for HCI to turn its attention toward a woman-centered design approach. While previous research has argued for the dangers of gender-demarcated design work, we advance that designing for and with women should not be regarded as ghettoizing, but instead as critical to improving women's experiences in bodily transactions, choices, rights, and access to and in health and care. In this article, we consider how and why designing with and for woman matters. We use our design-led research as a way to speak to and illustrate alternatives to designing for and with women within HCI.
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5.
  • Bachynskyi, M., et al. (författare)
  • Informing the Design of Novel Input Methods with Muscle Coactivation Clustering
  • 2015
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : ACM Digital Library. - 1073-0516 .- 1557-7325. ; 21:6
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a novel summarization of biomechanical and performance data for user interface designers. Previously, there was no simple way for designers to predict how the location, direction, velocity, precision, or amplitude of users’ movement affects performance and fatigue. We cluster muscle coactivation data from a 3D pointing task covering the whole reachable space of the arm. We identify eleven clusters of pointing movements with distinct muscular, spatio-temporal and performance properties. We discuss their use as heuristics when designing for 3D pointing.
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6.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Transformative Play
  • 2017
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.
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7.
  • Barkhuus, Louise, et al. (författare)
  • Unpacking the television : User practices around a changing technology
  • 2009
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 16:3
  • Tidskriftsartikel (refereegranskat)abstract
    • This article investigates the changing television watching practices amongst early adopters of personal hard-disk video recorders (such as Tivo) and Internet downloading of video. Through in- depth interviews with 21 video enthusiasts, we describe how the rhythms of television watching change when decoupled from broadcast TV schedules. Devices such as Tivo do not simply replace videotapes; TV watching becomes more active as programs are gathered from the schedules, played from a stored collection and fast forwarded and paused during playback. Downloads users exploit the Internet to view shows and movies not broadcast, yet this watching is not fundamentally different from recording shows using a PVR, since both involve selection of shows from a limited range and a wait before the shows can be watched.
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8.
  • Bentley, Frank, et al. (författare)
  • Health Mashups : Presenting Statistical Patterns between Wellbeing Data and Context in Natural Language to Promote Behavior Change
  • 2013
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 20:5, s. 30-
  • Tidskriftsartikel (refereegranskat)abstract
    • People now have access to many sources of data about their health and wellbeing. Yet, most people cannot wade through all of this data to answer basic questions about their long-term wellbeing: Do I gain weight when I have busy days? Do I walk more when I work in the city? Do I sleep better on nights after I work out? We built the Health Mashups system to identify connections that are significant over time between weight, sleep, step count, calendar data, location, weather, pain, food intake, and mood. These significant observations are displayed in a mobile application using natural language, for example, "You are happier on days when you sleep more." We performed a pilot study, made improvements to the system, and then conducted a 90-day trial with 60 diverse participants, learning that interactions between wellbeing and context are highly individual and that our system supported an increased self-understanding that lead to focused behavior changes.
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9.
  • Brown, Barry (författare)
  • Beyond recommendations : Local review websites and their impact
  • 2012
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 19:4, s. 27-
  • Tidskriftsartikel (refereegranskat)abstract
    • Online review Web sites have enabled new interactions between companies and their customers. In this articlewe draw on interviews with users, reviewers, and establishments to explore how local review Web sitescan change interactions around local places. ReviewWeb sites such as Yelp and Tripadvisor allow customersto “previsit” establishments and areas of a city before an actual visit. The collection of a large numbers ofuser-generated reviews has also created a new genre of writing, with reviewers gaining considerable pleasurefrom passing on word of mouth and influencing others’ choices. Reviews also offer a new channel ofcommunication between establishments, customers, and competitors. We discuss how review Web sites canbe designed to cater for a broader range of interactions around reviews beyond a focus on recommendations
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10.
  • Brown, Barry, et al. (författare)
  • Text in Talk : Lightweight Messages in Co- Present Interaction
  • 2018
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:6
  • Tidskriftsartikel (refereegranskat)abstract
    • While lightweight text messaging applications have been researched extensively, new messaging applications such as iMessage, WhatsApp, and Snapchat offer some new functionality and potential uses. Moreover, the role messaging plays in interaction and talk with those who are co-present has been neglected. In this article, we draw upon a corpus of naturalistic recordings of text message reading and composition to document the face-to-face life of text messages. Messages, both sent and received, share similarities with reported speech in conversation; they can become topical resource for local conversation-supporting verbatim reading aloud or adaptive summaries. Yet with text messages, their verifiability creates a distinctive resource. Similarly, in message composition, what to write may be discussed with collocated others. We conclude with discussion of designs for messaging in both face-to-face, and remote, communication.
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