1. |
- Benton, L., et al.
(author)
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What's Missing: The Role of Instructional Design in Children's Games-Based Learning
- 2019
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In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450359702
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Book chapter (other academic/artistic)abstract
- Learning games that address targeted curriculum areas are widely used in schools. Within games, productive learning episodes can result from breakdowns when followed by a breakthrough, yet their role in children's learning has not been investigated. This paper examines the role of game and instructional design during and after breakdowns. We observed 26 young children playing several popular learning games and conducted a moment-by-moment analysis of breakdown episodes. Our findings show children achieve productive breakthroughs independently less than half of the time. In particular, breakdowns caused by game actions are difficult for children to overcome independently and prevent engagement with the domain skills. Importantly, we identify specific instructional game components and their role in fostering strategies that result in successful breakthroughs. We conclude with intrinsic and extrinsic instructional design implications for both game designers and primary teachers to better enable children's games-based learning.
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2. |
- Bertran, Ferran Altarriba, et al.
(author)
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Making sense of human-food interaction
- 2019
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In: CHI '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702
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Conference paper (peer-reviewed)abstract
- Activity in Human-Food Interaction (HFI) research is skyrocketing across a broad range of disciplinary interests and concerns. The dynamic and heterogeneous nature of this emerging field presents a challenge to scholars wishing to critically engage with prior work, identify gaps and ensure impact. It also challenges the formation of community. We present a Systematic Mapping Study of HFI research and an online data visualisation tool developed to respond to these issues. The tool allows researchers to engage in new ways with the HFI literature, propose modifications and additions to the review, and thereby actively engage in community-making. Our contribution is threefold: (1) we characterize the state of HFI, reporting trends, challenges and opportunities; (2) we provide a taxonomy and tool for diffractive reading of the literature; and (3) we offer our approach for adaptation by research fields facing similar challenges, positing value of the tool and approach beyond HFI.
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3. |
- Cajander, Åsa, Professor, et al.
(author)
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Electronic Health Records Are More Than a Work Tool : Conflicting Needs of Direct and Indirect Stakeholders
- 2019
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In: Proc. 37th CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM Publications. - 9781450359702
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Conference paper (peer-reviewed)abstract
- Stakeholder relationships can be complex and include conflicting needs and values, especially in a changing society. However, little is known about details of contradictory perspectives of stakeholders. More discussions are needed in HCI about complex human-centred systems development. In this paper we study the different perspectives of patients and physicians related to Patient Accessible Electronic Health Records (PAEHR) in Sweden. We used themes from interviews with physicians as a lens to analyse survey data from patients. The results show that the needs and wishes of patients conflict with the physicians’ preconceptions of patients’ needs. Moreover, the needs of patients stand in tension with the physicians’ work related preferences. Our paper highlights the necessity to consider the accuracy of stakeholders’ perspectives about other stakeholder groups. We also discuss the implications of the results in relation to design, methods and tools in HCI, and reorientation of work.
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4. |
- Dagan, Ella, et al.
(author)
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Designing 'True Colors' : A Social Wearable that Affords Vulnerability
- 2019
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In: CHI 2019. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702
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Conference paper (peer-reviewed)abstract
- Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended to support social interaction in a live action roleplay game (LARP) setting. We describe the Research-through Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We draw conclusions that may be of value to others designing wearables and related technologies aimed at supporting co-located social interaction in games/play.
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5. |
- Eriksson, Sara, et al.
(author)
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Dancing With Drones : Crafting Novel Artistic Expressions Through Intercorporeality
- 2019
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In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450359702 ; , s. 617:1-617:12
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Conference paper (peer-reviewed)abstract
- Movement-based interactions are gaining traction, requiring a better understanding of how such expressions are shaped by designers. Through an analysis of an artistic process aimed to deliver a commissioned opera where custom-built drones are performing on stage alongside human performers, we observed the importance of achieving an intercorporeal understanding to shape body-based emotional expressivity. Our analysis reveals how the choreographer moves herself to: (1) imitate and feel the affordances and expressivity of the drones' 'otherness' through her own bodily experience; (2) communicate to the engineer of the team how she wants to alter the drones' behaviors to be more expressive; (3) enact and interactively alter her choreography. Through months of intense development and creative work, such an intercorporeal understanding was achieved by carefully crafting the drones' behaviors, but also by the choreographer adjusting her own somatics and expressions. The choreography arose as a result of the expressivity they enabled together.
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6. |
- Frid, Emma, 1988-, et al.
(author)
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Sound Forest - Evaluation of an Accessible Multisensory Music Installation
- 2019
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In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450359702 ; , s. 1-12
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Conference paper (peer-reviewed)abstract
- Sound Forest is a music installation consisting of a room with light-emitting interactive strings, vibrating platforms and speakers, situated at the Swedish Museum of Performing Arts. In this paper we present an exploratory study focusing on evaluation of Sound Forest based on picture cards and interviews. Since Sound Forest should be accessible for everyone, regardless age or abilities, we invited children, teens and adults with physical and intellectual disabilities to take part in the evaluation. The main contribution of this work lies in its fndings suggesting that multisensory platforms such as Sound Forest, providing whole-body vibrations, can be used to provide visitors of diferent ages and abilities with similar associations to musical experiences. Interviews also revealed positive responses to haptic feedback in this context. Participants of diferent ages used diferent strategies and bodily modes of interaction in Sound Forest, with activities ranging from running to synchronized music-making and collaborative play.
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7. |
- Martin-Niedecken, Anna Lisa, et al.
(author)
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ExerCube vs. Personal Trainer : Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup
- 2019
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In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702 ; , s. 1-15
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Conference paper (peer-reviewed)abstract
- Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
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8. |
- Mcgregor, Moira, et al.
(author)
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Talking about Chat at Work in the Global South : An Ethnographic Study of Chat Use in India and Kenya
- 2019
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In: CHI '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702 ; , s. 1-14
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Conference paper (peer-reviewed)abstract
- In this paper, we examine how two chat apps fit into the communication ecosystem of six large distributed enterprises, in India and Kenya. From the perspective of management, these chat apps promised to foster greater communication and awareness between workers in the field, and between fieldworkers and the enterprises administration and management centres. Each organisation had multiple different types of chat groups, characterised by the types of content and interaction patterns they mediate, and the different organisational functions they fulfil. Examining the interplay between chat and existing local practices for coordination, collaboration and knowledge-sharing, we discuss how chat manifests in the distributed workplace and how it fits – or otherwise – alongside the rhythms of both local and remote work. We contribute to understandings of chat apps for workplace communication and provide insights for shaping their ongoing development.
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