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Sökning: L773:9781450398930

  • Resultat 1-12 av 12
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1.
  • Campo Woytuk, Nadia, et al. (författare)
  • Tactful Feminist Sensing : Designing for Touching Vaginal Fluids
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 2642-2656
  • Konferensbidrag (refereegranskat)abstract
    • Observing the texture, color, and conductivity of cervical mucus has the potential to support menstrual cycle and fertility tracking, generating a layer of rich bodily, tactile/haptic knowledge in addition to other collected data, such as cycle length or body temperature. This pictorial presents design explorations, four design concepts, and one prototype of a sensor for measuring the conductivity of cervical mucus in vaginal fluids. We present these as instances in the design space for sensing intimate bodily fluids and provide discussions on the proximities, visibilities, and temporalities of these sensing technologies. We offer the unfolding concept of "tactful feminist sensing", opening up for further engagements with intimate care that attend to the multiplicity and fleshiness of bodies.
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2.
  • Huang, Lida, et al. (författare)
  • Improving and Analyzing Sketchy High-Fidelity Free-Eye Drawing
  • 2023
  • Ingår i: Proceedings of the 2023 ACM Designing Interactive Systems Conference. - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 856-870
  • Konferensbidrag (refereegranskat)abstract
    • Some people with a motor disability that limits hand movements use technology to draw via their eyes. Free-eye drawing has been re-investigated recently and yielded state-of-the-art results via unimodal gaze control. However, limitations remain, including limited functions, conflicts between observation and drawing, and the brush tailing issue. We introduce a professional unimodal gaze control free-eye drawing application and improve upon free-eye drawing by extended gaze-based user interface functions, improved brush dynamics, and a double-blink gaze gesture. An experiment and a field study were conducted to assess the system’s usability compared to the mainstream gaze-control drawing method and hand drawing and the accessibility among users with motor disabilities. The results showed that the application provides efficient interaction and the ability to create hand-sketch-level graphics for people with motor disabilities. Herein, we contribute a robust and professional free-eye drawing application, detailing valuable design considerations for future developments in gaze interaction.
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3.
  • Karolus, Jakob, et al. (författare)
  • EyePiano: Leveraging Gaze For Reflective Piano Learning
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 1209-1223
  • Konferensbidrag (refereegranskat)abstract
    • Mastering skills which involve high dexterity, such as playing the piano, requires extensive guidance through personal teaching. Understanding how we can leverage data from sensor-based systems to improve the learning process, allows us to build interactive systems which effectively facilitate skill acquisition. To explore such possibilities, we developed EyePiano-a gaze-assisted tool for reflective piano playing. EyePiano guides the practice process of learning piano scores through analyzing the pianist's gaze behavior. We based the design of EyePiano on requirements identified through interviews with piano teachers and a feasibility evaluation of gaze metrics. Our system illustrates that basic gaze metrics are sufficient to predict difficult regions for students. Thus, highlighting sections of the music piece which are particularly difficult for the pianist allows EyePiano to support piano rehearsals for students. Our work showcases the feasibility of using gaze data for reflective music education, enabling effective instrument practice.
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4.
  • Karolus, Jakob, et al. (författare)
  • Your Text Is Hard to Read: Facilitating Readability Awareness to Support Writing Proficiency in Text Production
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 147-160
  • Konferensbidrag (refereegranskat)abstract
    • Allowing users of interactive systems to refect on their task profciency is often incidental. This is unfortunate, as communicating meaningful task-related profciency feedback could improve users' awareness of their abilities and their willingness to improve. To highlight the feasibility of this concept, we evaluated how diferent methods of readability feedback impacted users during a text production task. In general, our results showed that having access to readability feedback allowed participants to refect on their task solving approach, facilitating the users' understanding of their profciency. Revision-based methods are less distracting for the user than continuous feedback methods, while still ofering high efcacy. Further, feedback should be paired with a subtle form of gamifcation elements. We envision this refection-oriented design to user profciency to be applicable to a variety of interactive systems, allowing for an improved and engaging user experience.
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5.
  • Lindrup, Martin, et al. (författare)
  • Designing for Digital Environmental Stewardship in Waste Management
  • 2023
  • Ingår i: DIS 2023. - Pittsburgh, PA, USA : Association for Computing Machinery (ACM). ; , s. 1-14, s. 1581-1594
  • Konferensbidrag (refereegranskat)abstract
    • Waste management in urban areas is a complex process, encompassing a variety of activities (e.g., acquiring, sorting, disposing),actors (e.g., single individuals, waste collectors, condominium associations), and capacities (e.g., from household recycling stationsto physical infrastructures such as recycling and sorting facilities).Whereas previous HCI design research has tackled problems withwaste management from an individual, behavioral change perspective, we approach this design space through a feminist ecologicaldesign perspective of Digital Environmental Stewardship. Througha combination of qualitative empirical data and materials generated at design workshops, we outline challenges related to wastemanagement in a complex of five multi-apartment buildings. Wepropose a number of design explorations addressing such challenges, and reflect on the generative role of the DES framework inframing design from a collective and ecological perspective.
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6.
  • Park, Joo Young, et al. (författare)
  • Ambivalences in Digital Contraception : Designing for Mixed Feelings and Oscillating Relations
  • 2023
  • Ingår i: DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference. - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 416-430
  • Konferensbidrag (refereegranskat)abstract
    • The ‘intimate horizons’ of algorithmic, self-tracking technologies have become increasingly important. These applications are no longer perceived as distant, instrumental entities, but offer a more affective and intimate experience. In this paper, we address the long-term experience of living with a digital contraception technology that utilizes self-tracking. We draw upon four design workshops with a total of 14 users of the app Natural Cycles to illustrate moments of ambivalent affects and oscillating relations. Based on our analysis, we concretize four dimensions of ambivalence in different scales and temporalities. We propose three strategies of designing with these unavoidable disruptions, conflicting feelings, and shifting relations to acknowledge users’ agentic engagements, nuanced dynamics of intimate self-tracking experiences, and users as embodied and affective beings. We contend that by attending to these existential ambivalences, digital contraceptive can become better configured to plural modes of life and long-term intimate relations that they engender.
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7.
  • Rattay, Sonja, et al. (författare)
  • Sensing care through design : a speculative role-play approach to "living with" sensor-supported care networks
  • 2023
  • Ingår i: DIS '23. - : ACM Digital Library. - 9781450398930 ; , s. 1660-1675
  • Konferensbidrag (refereegranskat)abstract
    • Sensor networks are increasingly commonplace in visions of smart cities and future healthcare systems, promising greater efficiency and increased wellbeing. However, the design of these technologies remains focused on specific users and fragmented by context, overlooking the diversity of needs, wants and values present when technologies, people, and lived realities interact within instrumented spaces. In this paper we present a workshop method – Sensing Care – that can help researchers, interdisciplinary design and development teams, and potentially affected users, to explore what it takes to design for living with sensor technologies that intersect and interact across private and public spaces, through speculative scenarios and role play. Drawing from three deployments of the workshop, we discuss how this approach supports the design of future care-oriented sensor networks, and helps designers understand what it means to live with complex technologies as people traverse diverse contexts.
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8.
  • Sondergaard, Marie Louise Juul, et al. (författare)
  • Fabulation as an Approach for Design Futuring
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - : Association for Computing Machinery (ACM). ; , s. 1693-1709, s. 1693-1709
  • Konferensbidrag (refereegranskat)abstract
    • Envisioning alternative futures and desirable worlds is a core element of design that must be cultivated, especially when a deep transition of practices, values, and power is necessary for vibrant and just future lifeworlds. In this paper, we contribute towards fabulation as an approach for design futuring that foregrounds feminist commitments and more-than-human concerns. Analyzing two fabulation case studies around biodata and bodily fuids, we ofer three themes based on our process of developing these fabulations: how they engage materials, how they work to trouble temporalities, and how they cultivate imagination. We argue for the emerging potential of fabulation as an approach for open-ended, joyful design futuring, mobilizing speculative storytelling to foreground absent or neglected relations when imagining alternative lifeworlds.
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9.
  • Tholander, Jakob, et al. (författare)
  • Design Ideation with AI - Sketching, Thinking and Talking with Generative Machine Learning Models
  • 2023
  • Ingår i: Proceedings of the 2023 ACM Designing Interactive Systems Conference (DIS '23). - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 1939-1949
  • Konferensbidrag (refereegranskat)abstract
    • Generative machine learning models provide opportunities to support design work in various parts of the design process. This studyinvestigates how generative machine learning and large languagemodels may play a part in creative design processes of ideation,early prototyping and sketching. A workshop was conducted inwhich design practitioners and design researchers developed designconcepts for a provided design case, with the help of GPT-3. Thefndings point to three main themes, including i) the practical usefulness and limitations of the system in design ideation processes, ii) how the form of user interaction shapes users’ expectations of thesystem’s capabilities and potentials, and iii), how the broader discourse around AI both limits and enables how co-creative processes involving human and AI unfolds. The discussion outlines designimplications and alternative framings of this kind of co-creativedesign practices based on post-human perspectives on design and technology use.
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10.
  • Wagener, Nadine, et al. (författare)
  • VeatherReflect: EmployingWeather as Qalitative Representation of Stress Data in Virtual Reality
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 446-458
  • Konferensbidrag (refereegranskat)abstract
    • While personal trackers can collect a vast amount of information about their users, the representation of such data has remained unchanged, with bar charts being the most dominant. However, to build systems that facilitate reflection and support well-being, it is crucial to explore alternative ways of representation. Thus, we designed VeatherReflect, a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data. In a pre-study, we mapped stress scores to weather states. We then compared VeatherReflect with a standard visualisation of stress data presented in VR. VeatherReflect increased participant engagement with personal data and stress awareness. Participants reported reflective insights for stress-reducing behaviour. We contribute findings on how virtual weather as a metaphor for stress can support reflection. We discuss design recommendations for VR applications aiming to facilitate a deeper understanding of complex personal data through engaging qualitative experiences.
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11.
  • Woźniak, Paweł W., 1988, et al. (författare)
  • Qantifying Meaningful Interaction: Developing the Eudaimonic Technology Experience Scale
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 1904-1914
  • Konferensbidrag (refereegranskat)abstract
    • Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies-the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verifed its quality in a number of tests (confrmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes.
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12.
  • Xue, Mengru, et al. (författare)
  • Co-constructing Stories Based on Users Lived Experiences to Investigate Visualization Design for Collective Stress Management
  • 2023
  • Ingår i: DIS '23. - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 652-663
  • Konferensbidrag (refereegranskat)abstract
    • Collective stress is the stress within a group or an organization. It affects individuals’ well-being and group productivity. HCI research has started exploring collective stress visualization to facilitate group awareness and collective coping via testing prototypes in controlled settings. However, an in-depth understanding of users’ needs and envisaged scenarios based on their authentic experiences are still lacking. In this study, we utilized a participatory approach called co-constructing stories to investigate how a collective stress visualization would be used in office workers’ authentic workday routines. We constructed use case stories with a group of office workers separately based on their personal lived experiences, using a design probe called AffectiveGarden. Our results categorized six clusters of benefits for collective coping through visualization and their implications for future design practice.
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