1. |
- Barbosa, S., et al.
(author)
-
Workshop on Engaging the Human-Computer Interaction Community with Public Policymaking Internationally : Extended Abstract
- 2013
-
In: Proceeding CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450318990 ; , s. 3279-3282
-
Conference paper (peer-reviewed)abstract
- There is an increasing interest in the intersection of human-computer interaction and public policy. This day-long workshop will examine successes and challenges related to public policy and human computer interaction, in order to provide a forum to create a baseline of examples and to start the process of writing a white paper on the topic.
|
|
2. |
- Bentley, F., et al.
(author)
-
The power of mobile notifications to increase wellbeing logging behavior
- 2013
-
In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM Digital Library. - 9781450318990 ; , s. 1095-1098
-
Conference paper (peer-reviewed)abstract
- Self-logging is a critical component to many wellbeing systems. However, self-logging often is difficult to sustain at regular intervals over many weeks. We demonstrate the power of passive mobile notifications to increase logging of wellbeing data, particularly food intake, in a mobile health service. Adding notifications increased the frequency of logging from 12% in a one-month, ten-user pilot study without reminders to 63% in the full 60-user study with reminders included. We will discuss the benefits of passive notifications over existing interruptive methods.
|
|
3. |
- Bird, J., et al.
(author)
-
A matter of life and death : practical and ethical constraints in the development of a mobile verbal autopsy tool
- 2013
-
In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1489-1498. - New York, NY, USA : ACM. - 9781450318990 ; , s. 1489-1498
-
Conference paper (peer-reviewed)abstract
- Verbal autopsy (VA) involves interviewing relatives of the deceased to identify the probable cause of death and is typically used in settings where there is no official system for recording deaths or their causes. Following the interview, physician assessment to determine probable cause can take several years to complete. The World Health Organization (WHO) recognizes that there is a pressing need for a mobile device that combines direct data capture and analysis if this technique is to become part of routine health surveillance. We conducted a field test in rural South Africa to evaluate a mobile system that we designed to meet WHO requirements (namely, simplicity, feasibility, adaptability to local contexts, cost-effectiveness and program relevance). If desired, this system can provide immediate feedback to respondents about the probable cause of death at the end of a VA interview. We assessed the ethical implications of this technological development by interviewing all the stakeholders in the VA process (respondents, fieldworkers, physicians, population scientists, data managers and community engagement managers) and highlight the issues that this community needs to debate and resolve.
|
|
4. |
- Brown, Barry, et al.
(author)
-
iPhone in vivo : video analysis of mobile device use
- 2013
-
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : ACM Press. - 9781450318990 ; , s. 1031-1040
-
Conference paper (peer-reviewed)abstract
- Despite the widespread use of mobile devices, details of mobile technology use 'in the wild' have proven difficult to collect. This paper uses video data to gain new insight into the use of mobile computing devices. Our new method combines screen-capture of iPhone use with video recordings from wearable cameras. We use this data to analyse how mobile device use is threaded into other co-present activities, focusing on the use of maps and internet searches. Close analysis reveals novel aspects of gestures on touch screens, how they serve 'double duty' - both as interface gestures but as as resources for ongoing joint action. We go on to describe how users 'walk the blue dot' to orientate themselves, and how searches are occasioned by the local environment. In conclusion, we argue that mobile devices - rather than pushing us away from the world around us - are instead just another thread in the complex tapestry of everyday interaction.
|
|
5. |
- Clear, Adrian K., et al.
(author)
-
Domestic food and sustainable design : A study of university student cooking and its impacts
- 2013
-
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’13). - New York, NY, USA : ACM. - 9781450318990 ; , s. 2447-2456
-
Conference paper (peer-reviewed)abstract
- In four university student kitchens over twenty-one days, we captured participants’ food preparation activity, quantified the greenhouse gas emissions and direct energy connected to the food and cooking, and talked to participants about their food practices. Grounded in this uniquely detailed micro-account, our findings inform sustainable design for cooking and eating at home and quantify the potential impacts. We outline the relation of the impacts to our participants’ approaches to everyday food preparation, the organisation of their time, and the role of social meals. Our technique allows evaluation of opportunities for sustainable intervention design: at the appliance, in the digitally-mediated organisation of meals and inventory management, and more broadly in reflecting upon and reshaping diet.
|
|
6. |
- Eriksson, Elina, 1979-, et al.
(author)
-
The secret life of a persona : when the personal becomes private
- 2013
-
In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450318990 ; , s. 2677-2686
-
Conference paper (peer-reviewed)abstract
- Some organizations fail to involve users in systems development due to a widespread organization, high workload or secrecy issues. A remedy against this situation could be the persona method in which users and main stakeholders as represented as fictitious characters. Personas help eliciting user needs and requirements, facilitate design choices and are an overall communication aid where users cannot be present. An important part of the persona method, as portrayed in literature, is the personal details that make the personas trustworthy and alive. In this paper we present two cases in which personas have been developed and used, but where the personal is scarce or even non-existent because of a dispersed organisation, the organisational culture and secrecy issues. The paper describes how the personas were developed, used and received and how the method was altered in order to work in these special circumstances.
|
|
7. |
- Gullström, Charlie, et al.
(author)
-
Beyond Talking Heads – Presence Design Experiments
- 2013
-
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - Paris : ACM Press. - 9781450318990
-
Conference paper (peer-reviewed)abstract
- Based on design-driven research and ten years teaching a Masters level course in presence design and production, an interdisciplinary team of researchers present a series of reflections. The topic of mediated presence requires that both teacher and student indulge in theory and practice from a range of disciplines. Over 200 student projects and 20 research installations have been designed and executed over the years, each addressing spatial and temporal strategies for producing presence, along with critical design concepts: how to establish trust in mediated environments and the formation of a tacit communication contract between participants. These will be key aspects for the future of personal video communication.
|
|
8. |
- Håkansson, Maria, 1977, et al.
(author)
-
Beyond being green : Simple living families and ICT
- 2013
-
In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Syste. - New York : ACM Press. - 9781450318990 ; , s. 2725-2734
-
Conference paper (peer-reviewed)abstract
- Motivated by a need in sustainable HCI for studies of everyday practices, and a belief that a holistic view on sustainability is crucial to deeper understanding of how to design ICT to support sustainability, we here present a qualitative study of 11 simple living families in the US. Simple living refers to a lifestyle which is voluntarily simple out of concern for both the environment and quality of life. Our goal was to learn about a holistic view on sustainability and the role of ICT in helping and hindering families to live simply. The study contributes new insights about how holistic sustainability could be a valuable lens for HCI, revealing that sustainability is important to a wider range of areas in HCI than previously discussed. We conclude with implications for HCI for how to support sustainable practices beyond being "about" being green.
|
|
9. |
- Jacobsson, Mattias, et al.
(author)
-
Crafting Against Robotic Fakelore : On the Critical Practice of ArtBot Artists
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. - 9781450318990 ; , s. 2019-2028
-
Conference paper (peer-reviewed)abstract
- We report on topics raised in encounters with a series of robotics oriented artworks, which to us were interpreted as a general critique to what could be framed as robotic fakelore, or mythology. We do this based on interviews held with artists within the community of ArtBots, and discuss how their approach relates to and contributes to the discourse of HCI. In our analysis we outline a rough overview of issues emerging in the interviews and reflect on the broader questions they may pose to our research community.
|
|
10. |
- Juhlin, Oskar, et al.
(author)
-
Fashionable shape switching : Explorations in outfit-centric design
- 2013
-
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450318990 ; , s. 1353-1362
-
Conference paper (peer-reviewed)abstract
- We present a design exercise illustrating how fashion practices and the fashion design process can be used to create new opportunities both in the mobile domain and in product design, as well as in wearable computing. We investigate the concept of outfit-centric design by extending the support for social and visual interaction with digital devices beyond the currently available shells and stickers, and drawing on the ways in which people vary their dress ensembles. We designed a set of mock-up samples in a local fashion style, as a first step in under-standing possible applications of the emerging technology of organic interfaces. Initial user feedback shows how fashion-conscious participants creatively experimented with the set's variations of shape and color in outfits created from their personal wardrobes, which revealed the importance of the objects' size and location on the body. It also points out that a lack of integration with the fashion system's processes reduces the attractiveness of the samples.
|
|
11. |
- Juhlin, Oskar, et al.
(author)
-
On the Relation of Ordinary Gestures to TV Screens : General Lessons for the Design of Collaborative Interactive Techniques
- 2013
-
In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450318990 ; , s. 919-930
-
Conference paper (peer-reviewed)abstract
- We present an interaction analysis based on ethnographic fieldwork of how physical movements, including gestures, are produced by viewers in front of television screens in a sports bar. Understanding ordinary life and specifically television watching in social situations will benefit the dis- cussion of the potential of gesture techniques for controlling interactive televisions in various locations. Challenges for system design include body movement recognition, since movements can have many different purposes and are di- rected simultaneously at the screen and co-viewers. More- over, gestures as elements of conversation are sometimes negotiated and overlapping. Since these ordinary move- ments are hard to automatically track and analyse, sug- gested systems might lead to demands on viewers to re- strain their accustomed movements and adapt them in ways that might be considered awkward. We also reveal new design opportunities that draw upon the ways viewers’ gestures are influenced by ongoing broadcast.
|
|
12. |
- Kerne, Andruid, et al.
(author)
-
Evaluation Methods for Creativity Support Environments
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. - 9781450318990 ; , s. 3295-3298
-
Conference paper (peer-reviewed)abstract
- Creativity refers to the human processes that underpin sublime forms of expression and fuel innovation. Creativity support environments (CSEs) address diverse areas, such as education, science, business, disaster response, design, art, performance, and everyday life. A CSE may consist of a desktop application, or use specialized hardware, networked topologies, and mobile devices. CSEs may address temporal-spatial aspects of collaborative work. This workshop gathers a community of researchers developing and evaluating CSEs. We will share approaches, engage in dialogue, and develop best practices. The outcome is not a single prescription, but an ontology of methodologies with consideration to how they map to creative activities, and an emerging consensus on the range of expectations for rigorous evaluation to shape the field of CSE research. The workshop will organize an open repository of CSE evaluation methods and test data.
|
|
13. |
- Leahu, Lucian, et al.
(author)
-
How categories come to matter
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 3331-3334
-
Conference paper (peer-reviewed)abstract
- In a study of users' interactions with Siri, the iPhone personal assistant application, we noticed the emergence of overlaps and blurrings between explanatory categories such as "human" and "machine." We found that users work to purify these categories, thus resolving the tensions related to the overlaps. This "purification work" demonstrates how such categories are always in flux and are redrawn even as they are kept separate. Drawing on STS analytic techniques, we demonstrate the mechanisms of such "purification work." We also describe how such category work remained invisible to us during initial data analysis, due to our own forms of latent purification, and outline the particular analytic techniques that helped lead to this discovery. We thus provide an illustrative case of how categories come to matter in HCI research and design.
|
|
14. |
- Lundgren, Sus, 1970
(author)
-
Toying with time: Considering temporal themes in interactive artifacts
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 1639-1648
-
Conference paper (peer-reviewed)abstract
- This paper argues that there is a value in deliberately and systematically exploring potential temporal behaviors of an interactive artifact, either as a means to add new functions, or to change the interaction with it. An improved version of Temporal Themes [23] - a vocabulary describing how software can "use" time or sequences of events - will be presented, alongside a series of design cases. These exemplify how adding or changing temporal themes in existing applications can enhance functionality and/or interaction. Moreover, the cases also serve as a basis for a discussion of the issues coupled to temporality, control and interaction strategies. Finally, a design approach with focus on temporal aspects is outlined. As a result, the paper opens up for a more conscious use of time and temporality in interaction design.
|
|
15. |
- Márquez Segura, Elena, 1983-, et al.
(author)
-
The design space of body games : Technological, physical, and social design
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 3365-3374
-
Conference paper (peer-reviewed)abstract
- The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome some of the device limitations. One of the games was subsequently incorporated in its commercial release.
|
|
16. |
- McMillan, Donald, et al.
(author)
-
Categorised ethical guidelines for large scale mobile HCI
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 1853-1862
-
Conference paper (peer-reviewed)abstract
- The recent rise in large scale trials of mobile software using 'app stores' has moved current researcher practice beyond available ethical guidelines. By surveying this recent and growing body of literature, as well as established professional principles adopted in psychology, we propose a set of ethical guidelines for large scale HCI user trials. These guidelines come in two parts: a set of general principles and a framework into which individual app store-based trials can be assessed and ethical concerns exposed. We categorise existing literature using our scheme, and explain how researchers could use our framework to classify their future user trials to determine ethical responsibility, and the steps required to meet these obligations.
|
|
17. |
- Mentis, Helena M., et al.
(author)
-
Seeing movement qualities
- 2013
-
In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450318990 ; , s. 3375-3384
-
Conference paper (peer-reviewed)abstract
- With the increased availability of movement based interactive devices there is a growing interest in exploring the potential design space for engaging movement-based interactions. This has led to the exploration of different ways to sense and model movement such as Laban Movement Analysis' Effort qualities. However, little is understood in how movement qualities are perceived and experienced by users. We explored this in an interactive improvisational dance performance setting. From video analysis with a Laban Movement expert and post-performance interviews with audience members, we discuss the differences in how a movement quality was perceived. From these findings, we discuss implications for further efforts in designing interactive movement-based systems that strive to capitalize on movement qualities.
|
|
18. |
- Petzold, Martin, et al.
(author)
-
Towards an Ambient Assisted Living User Interaction Taxonomy
- 2013
-
In: CHI '13 Extended Abstracts of the ACM International Conference on Human Factors in Computing Systems. - New York : ACM Press. - 9781450318990 ; , s. 49-54
-
Conference paper (peer-reviewed)abstract
- Extensive research in the field of ambient assisted living (AAL) provides profound knowledge about the design of AAL systems. However, more generic design characteristics for user interaction have not been formalized for this domain yet. Thus, we propose to develop a domain specific taxonomy for the design of user interaction in AAL systems. We adopted a systematic taxonomy development approach that combines an empirical and a pseudo-conceptual strategy. Six co-researchers from different disciplines conduct the iterative research process. Next to AAL systems existing taxonomies in the field of human-computer interaction are analyzed following the Delphi method. In this paper we present our research process and preliminary results from the first iteration. The final taxonomy allows classification and should support the analysis of user interaction utilized in AAL systems. Furthermore, it can deal as a practical design guideline.
|
|
19. |
- Weilenmann, Alexandra, 1974, et al.
(author)
-
Instagram at the museum: Communicating the museum experience through social photo sharing
- 2013
-
In: Proceedings of the SIGCHI conference on Human factors in computing systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450318990
-
Conference paper (peer-reviewed)abstract
- The everyday use of smartphones with high quality built-in cameras has lead to an increase in museum visitors’ use of these devices to document and share their museum experi- ences. In this paper, we investigate how one particular pho- to sharing application, Instagram, is used to communicate visitors’ experiences while visiting a museum of natural history. Based on an analysis of 222 instagrams created in the museum, as well as 14 interviews with the visitors who created them, we unpack the compositional resources and concerns contributing to the creation of instagrams in this particular context. By re-categorizing and re-configuring the museum environment, instagrammers work to construct their own narratives from their visits. These findings are then used to discuss what emerging multimedia practices imply for the visitors’ engagement with and documentation of museum exhibits. Drawing upon these practices, we sug- gest ways to reconnect the online social media dialogue with the museum site.
|
|