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Sökning: WFRF:(Boll Susanne)

  • Resultat 11-20 av 20
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11.
  • Matviienko, Andrii, et al. (författare)
  • Deriving design guidelines for ambient light systems
  • 2015
  • Ingår i: MUM 2015 - Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 268-277
  • Konferensbidrag (refereegranskat)abstract
    • Recent interest in the development of ambient light systems has initialized a new research area, where the number of ambient light systems is expected to increase in the next years. To support the development of future ambient light systems, we need clear, explicit, and structured design guidelines. In this paper we present an evaluation of light patterns in a controlled laboratory study with two complementary parts. In the first part, our aim was to reveal and analyze light patterns that encode different types of everyday information. In the second part, we verified the results from the first part by asking another group of participants about their understanding of information encoded with light. Together, our results allowed us to establish light patterns and guidelines for building new ambient light systems and applications in the future.
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12.
  • Matviienko, Andrii, et al. (författare)
  • Designing metaphor-based ambient tangible artifacts to support workspace awareness
  • 2018
  • Ingår i: I-COM. - : Walter de Gruyter GmbH. - 1618-162X .- 2196-6826. ; 17:3, s. 219-235
  • Tidskriftsartikel (refereegranskat)abstract
    • Current asynchronous (e. g., email) or synchronous (e. g., video-conferencing) communication methods in the workspace can be obtrusive and fail to mimic spontaneous interpersonal communication. This can cause difculties in forming close relationships among working colleagues. To examine this problem, we conducted a needs assessment study consisting of an online survey, a focus group, and a co-design session to gather a set of system requirements and metaphors as a base for future system designs. Based on the results, we designed two metaphor-based ambient tangible systems to support awareness among working colleagues: AwareCups and AwareHouse. Furthermore, we evaluated these systems in a short feld study with 22 participants and found that both systems are highly intuitive and easy to use. We discuss the solution space for metaphor-based tangible awareness systems and the effects of the outcomes on the potential increase of awareness among colleagues.
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13.
  • Matviienko, Andrii, et al. (författare)
  • Interactive Technology for Cycling—ideate, make–remote, together
  • 2021
  • Ingår i: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is absolutely in trend, not only for health reasons but also as a major contribution to future sustainable mobility. The purpose of this workshop is to discuss and explore the design space and interaction methods for technological augmentation of bicycles. The workshop will achieve this goal through invited talks, demos, brainstorming sessions and prototyping activities. The workshop various cycling tours to promote outdoor discussions about development of new technologies and research direction by exploring the design space of different cycling areas. The workshop is connected to a SIGCHI summer school on HCI & Cycling, which will take place before the conference. We expect that in addition to open submissions to the workshop, the participants of the summer school will submit their results and design space explorations to the workshop.
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14.
  • Matviienko, Andrii, et al. (författare)
  • NaviBike : Comparing Unimodal Navigation Cues for Child Cyclists
  • 2019
  • Ingår i: CHI '19. - New York, NY, USA : ACM. ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
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16.
  • Matviienko, Andrii, et al. (författare)
  • Reminding child cyclists about safety gestures
  • 2020
  • Ingår i: Proceedings - Pervasive Displays 2020: 9th ACM International Symposium on Pervasive Displays, PerDis 2020. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-7
  • Konferensbidrag (refereegranskat)abstract
    • Cycling safety gestures, such as hand signals and shoulder checks, are an essential part of safe manoeuvring on the road. Child cyclists, in particular, might have difficulties performing safety gestures on the road or even forget about them, given the lack of cycling experience, road distractions and differences in motor and perceptual-motor abilities compared with adults. To support them, we designed two methods to remind about safety gestures while cycling. The first method employs an icon-based reminder in heads-up display (HUD) glasses and the second combines vibration on the handlebar and ambient light in the helmet. We investigated the performance of both methods in a controlled test-track experiment with 18 children using a mid-size tricycle, augmented with a set of sensors to recognize children's behavior in real time. We found that both systems are successful in reminding children about safety gestures and have their unique advantages and disadvantages.
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17.
  • Matviienko, Andrii, et al. (författare)
  • Towards new ambient light systems : A close look at existing encodings of ambient light systems
  • 2015
  • Ingår i: IxD&A. - : Scuola Iad. - 1826-9745 .- 2283-2998. ; 26:1, s. 10-24
  • Tidskriftsartikel (refereegranskat)abstract
    • Ambient systems provide information in the periphery of a user's attention. Their aim is to present information as unobtrusively as possible to avoid interrupting primary tasks (e.g. writing or reading). In recent years, light has been used to create ambient systems to display information. Examples of ambient light systems range from simple notification systems such as displaying messages or calendar event reminders, to more complex systems such as focusing on conveying information regarding health activity tracking. However, for ambient light systems, there is a broad design space that lacks guidelines on when to make use of light displays and how to design them. In this paper we provide a systematic overview of existing ambient light systems over four identified information classes derived from 72 existing ambient light systems. The most prominent encoding parameters among the surveyed ambient light systems are color, brightness, and their combination. By analyzing existing ambient light systems, we provide a first step towards developing guidelines for designing future ambient light systems.
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18.
  • Wallbaum, Torben, et al. (författare)
  • A real-time distributed toolkit to ease children’s exploration of IOT
  • 2020
  • Ingår i: Proceedings of the 11th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-9
  • Konferensbidrag (refereegranskat)abstract
    • Children are increasingly exposed to everyday objects with embedded computing and wireless capabilities. However, understanding how these devices collect data, communicate information to other devices, and interpret program instructions is not typically taught to children. Moreover, programming these devices still requires considerable knowledge particularly for primary school children. In this paper, we showcase a distributed toolkit of various sensors and output modules, each with wireless capability, that can independently or in concert work together. This is enabled by a programming environment with a real-time interpreter that can connect and update the state of the modules on-the-fly. We tested the system with 32 primary school children in an after-school study and found that the majority of children knew how to couple sensors to different output modalities to solve various devised scenarios. For some children, the toolkit was also used to build IoT games or fulfill personal tasks.
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19.
  • Wallbaum, Torben, et al. (författare)
  • Challenges For Designing Tangible Systems
  • 2017
  • Ingår i: Proceedings 3rd European Tangible Interaction Studio, ETIS 2017. - : CEUR-WS. ; , s. 21-23
  • Konferensbidrag (refereegranskat)abstract
    • Since the introduction of tangible systems and tangible interaction a lot of work has been done in this area. The focus for most of these works was on a success of tangible interaction and few papers discuss when tangible systems fail. In this paper, we aim to understand what we can learn from the failures of tangible systems. We discuss the challenges raised during the design of tangible systems and present a list of research questions for future exploration.
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20.
  • Wallbaum, Torben, et al. (författare)
  • Supporting communication between grandparents and grandchildren through tangible storytelling systems
  • 2018
  • Ingår i: CHI 2018 - Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems: Engage with CHI. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Grandparents and grandchildren that live apart often rely on communication technologies, such as messengers, video conferencing, and phone calls for maintaining relationships. While some of these systems are challenging for grandparents, others are less engaging for children. To facilitate communication, we developed StoryBox, a tangible device that allows sharing photos, tangible artifacts, and audio recordings of everyday life. We conducted a preliminary study with two families to identify design issues, and further refine the prototype. Subsequently, we conducted a field study with four families for up to four weeks to better understand real-world use and examine inter-generational connectedness. We found that StoryBox was accessible, simple, and helped bridge the technological gap between grandparents and grandchildren. Children communicated asynchronously in a playful and idiosyncratic manner, and grandparents shared past family memories. We provide insights on how to ease communication between different generations, engage them in sharing activities, and strengthen family relationships.
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