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  • Result 1-14 of 14
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1.
  • Berg Ryen, Sven, 1985, et al. (author)
  • Real-Time 3D Hand Interaction: Optimization and Complexity Reduction
  • 2008
  • In: Proc. ACM NordiCHI 2008. - New York, NY, USA : ACM. - 9781595937049 ; 1:1, s. 133-141
  • Conference paper (peer-reviewed)abstract
    • This paper suggests a low-cost way to enable 3D hand interaction based on the frame capturing functionality of a single consumer-grade webcam. Our recent developments have focused on examining and realizing a less complex method. The suggested method reduces tracking effort to only one reference marker: a color-coded bracelet that helps locate the part of the captured frame containing the user's hand. The located area contains all the information needed to extract hand rotation and finger angle data. To facilitate hand feature extraction we outfit the user's hand with a specially coded glove equipped with two square palm markers, one for each side of the hand, and five distinct finger colors. We believe that our approach of tracking only one marker will be more efficient than related methods that track each finger separately. The method is further simplified by using spatial properties drawn from physiological characteristics of the human hand to limit the areas considered by the algorithm. Some challenges in realizing this method are related to webcam limitations such as image noise and limited image- and color-resolution. Other challenges are overlapping hands and fingers, hand positioning outside the field of view, and interference by local light sources.
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2.
  • Dalsgård, Peter, et al. (author)
  • Designing for participation in public knowledge institutions
  • 2008
  • In: ACM International Conference Proceeding of the 5th Nordic conference on Human-computer interaction: building bridges. - New York, NY, USA : ACM. - 9781595937049 ; 358, s. 93-102
  • Conference paper (peer-reviewed)abstract
    • We address the challenges facing designers of interactive technologies for public knowledge institutions such as museums, libraries and science centres. We argue that visitor participation is a key concern for these institutions and present a theoretical framework for understanding participation grounded in pragmatist philosophy. We then present design work carried out in three different settings, namely a museum, a combined aquarium and science centre, and a municipal library. Based on a discussion of these design cases, we offer six design considerations for designing for participation in public knowledge institutions.
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3.
  • Enquist, Henrik, et al. (author)
  • The memory stone : a personal ICT device in health care
  • 2008
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781595937049 ; , s. 103-112
  • Conference paper (peer-reviewed)abstract
    • New technology enables novel ways of sharing information between health care recipients and providers. In this study, however, we found that the medical information for pregnant women in Denmark is located in a number of different places, that midwives and doctors spend a considerable amount of time administrating data, and that consultations are felt to be rather inefficient. This paper describes these problems and some solutions. We explore the idea of providing each woman with a digital artifact, called the Memory Stone. The goal is to supply them with tools to collect and review clinical and personal information concerning their pregnancies. The paper discusses: (1) the user-centered methodology for development of a personal device for health care information, (2) the design and evaluation of prototypes, and (3) critical issues concerning the introduction of novel personal ICT in a health care setting. The main focus is on the experiences and interests of the individual pregnant woman in the study. Several insights were gained into more general pervasive health care issues, including technical and ethical ones as well as safety and security concerns.
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4.
  • Eriksson, Elina, et al. (author)
  • Introducing usability roles in public authorities
  • 2008
  • In: NordiCHI 2008. - New York, NY, USA : ACM Special Interest Group on Computer Science Education. - 9781595937049 ; , s. 113-122
  • Conference paper (peer-reviewed)abstract
    • One of the most common ways of introducing usability into development work in a public authority is by employing a usability professional. But how successful is this strategy when it comes to increasing focus on usability in the organization and how successful have these usability professionals been in introducing usability activities into the development work in their organizations? This paper is based on five case studies on the introduction of usability professionals in public authorities in Sweden. These different ways of introducing usability are discussed and analyzed. Based on this data we draw conclusions about what to consider in order to achieve a successful introduction of usability. Interviews with nine usability professionals were conducted all of which were recorded, analyzed and condensed into the case studies presented. One lesson learned from the case studies is the importance of a formal title as it shapes interpretations of what usability is about. Another issue discussed is the usefulness of a formal job description, and personal characteristics of the person working with usability. Based on the case studies we draw the conclusion that a senior usability professional is to be preferred since introduction of usability often implies organizational change as well as conflicts and discussions at a management level. Another conclusion that can be drawn from the studies is that usability work is more successful in the short perspective if it contributes directly to the design and program code instead of focusing on strategic levels such as policy, evaluation of existing systems and method development.
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5.
  • Ferreira, Pedro, et al. (author)
  • License to chill! : how to empower users to cope with stress
  • 2008
  • In: NordiCHI '08. - New York, NY, USA : ACM. - 9781595937049 ; , s. 123-132
  • Conference paper (peer-reviewed)abstract
    • There exists today a paucity of tools and devices that empower people to take control over their everyday behaviors and balance their stress levels. To overcome this deficit, we are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health by enabling users to make a connection between their daily activities and their own memories and subjective experiences. This construction is based upon values detected from certain bodily reactions that are then visualized on a mobile phone. Accomplishing this entailed figuring out how to provide real-time feedback without making the individual even more stressed, while also making certain that the representation empowered rather than controlled them. Useful design feedback was derived from testing two different visualizations on the mobile in a Wizard of Oz study. In short, we found that a successful design needs to: feel alive, allow for interpretative openness, include short-term history, and be updated in real-time. We also found that the interaction did not increase our participants stress reactions.
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6.
  • Jansson, Maria, et al. (author)
  • Participation in e-home healthcare @ North Calotte
  • 2008
  • In: Proceedings of the 5th Nordic Conference on Human-Computer Interaction: Building Bridges 2008, Lund, Sweden October 20 - 22, 2008.. - New York : ACM Press. - 9781595937049 ; , s. 192-200, s. 192-200
  • Conference paper (peer-reviewed)abstract
    • Participation and the contribution of participatory design methods and techniques are explored in the context of a Scandinavian Home Healthcare project. The project was undertaken during 2004--2005. Its aim was to introduce mobile ICT equipment to health care workers in order to improve planning, including quality and precision of information exchange. The study was designed according to Participatory Action Research and Participatory Design principles. Methods employed in the project were observations, interviews, future workshops, and story boards to actively involve different stakeholders. The experience of the project indicates that, although the rhetoric was that of a participatory design and research project, participants are not equally regarded in terms of experiences and knowledge of the actual practice. Assumptions about technology influence development and implementation at the expense of the actual care activity. Further, participation and participatory design techniques used in the project demonstrate the complexity of home healthcare and the necessity to involve all the different occupational groups involved in the care of the client. However, organisational boundaries reinforced shortcomings in crossfunctional and cross organisational cooperation. A final conclusion is that time for collaborative and collegial reflections is a necessity to support the learning process.
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7.
  • Kristensson, Per Ola, et al. (author)
  • Info Touch: An Explorative Multi-Touch Visualization Interface for Tagged Photo Collections
  • 2008
  • In: <em></em>NordiCHI '08 Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges. - New York, NY, USA : ACM. - 9781595937049 ; , s. 491-494
  • Conference paper (peer-reviewed)abstract
    • We report on a design exploration into how a large multi-touchtabletop display can be used for information visualization. Wedesigned an interface where users explored a tagged photocollection by bi-manual manipulation of the collections’ tagcloud. User feedback showed that despite the availability ofmulti-touch most of the actual interactions were single-touch.However, some particular natural actions, such as grabbing thetag cloud and partitioning it into two parts, were often carriedwith both hands. Thus our user study indicates that multi-touchcan act as a useful complementary interaction method ininformation visualization interfaces.
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8.
  • Lindroth, Tomas, et al. (author)
  • Breadcrumbs of Interaction : Situating Personal Information Management
  • 2008
  • In: NordiCHI 2008. - New York, NY : ACM Press. - 9781595937049 ; , s. 266-273
  • Conference paper (peer-reviewed)abstract
    • The area of Personal Information Management (PIM) primarily deals with how to store, retrieve and share files and other interactional artifacts. According to previous research there is a lack of field studies of actual PIM practices, especially mobile practices. In this article we present findings from an ethnographical study of wireless practice of laptop computers. The study reports on the role of historical interaction resources in a mobile PIM practice as well as the contextual effects on PIM. The findings reveal a PIM-practice highly connected to use situations not always departing from manipulating files and folders, which has been a focus in many previous studies. Designers are encouraged to explore the situated intimate and immediate design space found to be of great importance for the use of these so called Breadcrumbs of Interaction. © 2008 ACM.
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11.
  • Lundgren, Sus, 1970 (author)
  • Treating and Teaching Aesthetics as Personality
  • 2008
  • In: NordiCHI 2008: Building Bridges - 5th Nordic Conference on Human-Computer Interaction; Lund; Sweden; 20 October 2008 through 22 October 2008. - New York, NY, USA : ACM. - 9781595937049 ; 358, s. 511-514
  • Conference paper (peer-reviewed)abstract
    • The environment changes direction fast /Thinking like a pen flies /Through the wall the headache is thrown /My fear is created by you others /I should have tasted freedom /I call out.This is not the anguished work of some angst-ridden young poet; instead it is the result of a conversation between a group of digital personalities, manifested as dolls trapped in an elevator, but also in graphics, in words and wording, in gestures and in relations and reactions. The system is called Physical Poets, and the creation of it was a workshop aiming at teaching interaction design students how to reason about, and make, aesthetic decisions. In this project, we taught one possible view on aesthetics, namely the view that when designing complex systems, it can sometimes help to assign a “personality” to the system in order to make all aspects of it merge together to an unified set of expressions and behaviors. By designing actual personalities – the poets – this concept washighlighted to the students, as were the issues with expressing these personalities and making sound aesthetical decisions fitting both their personalities and the system as a whole.
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12.
  • Stoll, Pia, et al. (author)
  • Usability Supporting Architecture Pattern for Industry
  • 2008
  • In: ACM International Conference Proceeding Series, Volume 358. - New York, NY, USA : ACM. - 9781595937049 ; , s. 593-594
  • Conference paper (peer-reviewed)abstract
    • Traditionally software qualities as e.g. performance havebeen considered important to implement early in thesoftware system architecture. The usability qualityimplementation has been done late or, if considered early inthe software architecture, then often as a separationbetween presentation and execution layers. However thereare usability concerns requiring early implementation in thesoftware architecture not solved merely by separation.Usability supporting architecture patterns (USAPs) havebeen shown to provide developers with useful guidance forproducing an architectural design that supports usability forthese concerns, [1]. This experience report introduces theUSAPs in an industrial context.
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13.
  • Ståhl, Anna, et al. (author)
  • Reflecting on the Design Process of the Affective Diary
  • 2008
  • In: NordiCHI 2008, Lund, Sverige. - : ACM Press. ; , s. 559-564
  • Conference paper (other academic/artistic)abstract
    • Affective Diary is a digital diary that makes use of bio-sensors to add some reminiscence of bodily experiences. The design process behind Affective Diary aimed was ‘sensitive’ to three design qualities extracted from a previous project; providing cues of emotional expressivity building on familiarity, making the design open for personal expressivity and be aware of contradictions between modalities. Through the design process of Affective Diary, with frequent user involvements during the process, these design qualities became further tested, developed and refined. By providing a fairly detailed and reflected description of the design process behind Affective Diary, we aim to provide other designers with inspiration on several levels: both in terms of methods used, but also in why these three design qualities are important and how to realize them. Our aim is also to provide designers with knowledge in the form that makes sense to designers: the practical link between design qualities and final results.
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14.
  • Svanaes, Dag, et al. (author)
  • Understanding the context of design : towards tactical user centered des
  • 2008
  • In: NordiCHI '08. - New York : ACM Special Interest Group on Computer Science Education. - 9781595937049 ; , s. 353-362
  • Conference paper (peer-reviewed)abstract
    • It is widely recognized that system usability requires active involvement of end-users in all phases of software development, and there is currently a broad consensus among researchers and practitioners in the field as to what constitutes a good user-centered design process. Despite this, many systems development projects still fail when it comes to addressing usability issues and appropriately involving users in the design process. We find that a project's boundary conditions are becoming increasingly important for the potential impact of user-centered design activities, and hence the success of the end result of the project. We propose and define "context of design" as a concept to embrace the socio-technical system in which user-centered design takes place. The context of design includes, but is not limited to, the internal structure of the developer and the client organizations, contractual and tender issues, software engineering tools, and stakeholder agendas and relations. We illustrate the reasoning with various cases in which user-centered design has been constrained by factors in the context of design. We recommend that user-centered-design projects give priority to an early identification of factors in the context of design that pose risks to end-product usability. By analyzing the context of design for each project, we may be able to better tailor user-centered design activities to reach the goal of building a more usable end-result.
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  • Result 1-14 of 14
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