1. |
- Baytas, Mehmet Aydin, 1988, et al.
(författare)
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Stakeholders and Value in the NFT Ecosystem : Towards a Multi-disciplinary Understanding of the NFT Phenomenon
- 2022
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Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
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Konferensbidrag (refereegranskat)abstract
- Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.
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2. |
- Claisse, Caroline, et al.
(författare)
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Tangible Interaction for Supporting Well-being
- 2022
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Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
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Konferensbidrag (refereegranskat)abstract
- Our workshop aims to bring together researchers and practitioners across disciplines in HCI who share an interest in promoting well-being through tangible interaction. The workshop forms an impassioned response to the worldwide push towards more digital and remote interaction in nearly all domains of our lives in the context of the COVID-19 pandemic. One question we raise is: to what extent will measures like remote interaction remain in place post-pandemic, and to what extent these changes may influence future agendas for the design of interactive products and services to support living well? We aim to ensure that the workshop serves as a space for diverse participants to share ideas and engage in cooperative discussions through hands-on activities resulting in the co-creation of a Manifesto to demonstrate the importance of embodied and sensory interaction for supporting well-being in a post-pandemic context. All the workshop materials will be published online on the workshop website and disseminated through ongoing collaboration.
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3. |
- Ferwerda, Bruce, 1986-, et al.
(författare)
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To Flip or Not to Flip : Conformity Effect Across Cultures
- 2022
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Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566 ; , s. 1-7
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Konferensbidrag (refereegranskat)abstract
- In group decision-making, we can frequently observe that an individual adapts their behavior or belief to fit in with the group’s majority opinion. This phenomenon has been widely observed to exist especially against an objectively correct answer—in face-to-face and online interaction alike. To a lesser extent, studies have investigated the conformity effect in settings based on personal opinions and feelings; thus, in settings where an objectively right or wrong answer does not exist. In such settings, the direction of conformity tends to play a role in whether an individual will conform. While cultural differences in conformity behavior have been observed repeatedly in settings with an objectively correct answer, the role of culture has not been explored yet for settings with subjective topics. Hence, the focus of this study is on how conformity develops across cultures for such cases. We developed an online experiment in which participants needed to reach a positive group consensus on adding a song to a music playlist. After seeing the group members’ ratings, the participants had the opportunity to revise their own. Our findings suggest that the willingness to flip to a positive outcome was far less than to a negative outcome. Overall, conformity behavior was far less pronounced for participants from the United Kingdom compared to participants from India.
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4. |
- Fuchsberger, Verena, et al.
(författare)
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Making Access : Increasing Inclusiveness in Making
- 2022
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Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
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Konferensbidrag (refereegranskat)abstract
- In this one-day workshop we are going to make access. We aim to counteract the phenomenon that access to making (e.g., in makerspaces, fablabs, etc.) is not equally distributed, with certain groups of people being underrepresented (e.g., women∗1). After brief introductions from participants and a set of three impulse keynotes, we will envision and "make"interventions together, such as speculative or provocative objects and actions. The workshop takes a constructive stance with the goal to not rest on empirical and theoretical findings or individual experiences, but to translate those into viable interventions. These serve as exemplars of findings with the clear goal of being deployed soon after.
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5. |
- Genç, Çağlar, et al.
(författare)
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Toolkits & Wearables : Developing Toolkits for Exploring Wearable Designs
- 2022
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Ingår i: CHI EA '22. - New York : Association for Computing Machinery (ACM). - 9781450391566 ; , s. 1-5
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Konferensbidrag (refereegranskat)abstract
- Designing wearables is a complex task that includes many layers, such as wearability, interactivity, functionality, social and cultural considerations. For decades now, prototyping toolkits are proposed to aid diverse types of audiences in exploring the design of smart accessories and garments. However, the task of designing toolkits for wearables has not received a comprehensive discussion and systematic reflection. In this workshop, we look into challenges, opportunities, and lessons learned in using, developing and evaluating wearable toolkits by focusing on their target groups, purposes, effects on the final designs. By bringing together researchers and practitioners who are experienced with the design, use and assessment of wearable toolkits, we see a particular opportunity in providing a broader perspective on defining the future of wearable toolkit designs.
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6. |
- Helms, Karey, 1985-
(författare)
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A Speculative Ethics for Designing with Bodily Fluids
- 2022
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Ingår i: CHI EA '22. - New York, NY, USA : ACM. - 9781450391566
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Konferensbidrag (refereegranskat)abstract
- This essay performs a speculative ethics in designing with a researcher's own bodily fluids. This is through the creation of "performative texts", which are autoethnographic accounts of past experiences in which written words perform through visual and spatial compositions alongside verbal readings aloud. I present three performative texts about moments of discomfort in designing with milk from my own breastfeeding relationship. They are to reflect upon felt experiences of potential harm and to understand social and material relations of care. From these I offer three possibilities for how HCI might consider the ethics of first-person research in attending to more-than-human entanglements: unsafe spaces, situated escapes, and censored inclusion. These possibilities and the approach of performative texts contribute to research for more sustainable futures by exploring the decentering of humans through an intimate engagement with the self.
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7. |
- Liang, Xiubo, et al.
(författare)
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Menstrual Monster : A Tangible Interactive Co-educational Game Designed for Teenagers
- 2022
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Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
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Konferensbidrag (refereegranskat)abstract
- Learning menstruation in early adolescence could reduce teenagers’ misunderstanding of it and help them treat menstruation in a proper way. This paper explored a tangible game for teenagers of different genders learning menstruation through collaborative playing. The game included five levels where users play together and learn the cause, products, symptoms of menstruation as well as try to judge some scenarios and listen to audios about menstruation. In our user study, we invited three groups of teenagers ages 11 to 16. Each group contained at least one male and one female, and we let them play the game freely. Teenagers were successfully able to play the game collaboratively, learn menstruation-related knowledge. The results revealed motivation differences related to gender, and after the game, teenagers demonstrated the observable change of the attitude towards menstruation.
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9. |
- Nie, Jintao, et al.
(författare)
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SignFind: A Synchronized Sign Language and Chinese Character Teaching Game for Chinese Deaf Children Using Gesture Recognition
- 2022
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Ingår i: CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566 ; , s. 1-7
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Konferensbidrag (refereegranskat)abstract
- This paper presents a targeted system to help Chinese deaf children learn both sign language and Chinese characters in early language learning. The system combines sign recognition and in-air writing techniques with games so that children can practice sign language and Chinese character writing at the same time. Sign recognition is used to assess the accuracy of sign language and in-air writing records the process of writing Chinese characters. In addition, the game adds to the learning fun and makes children more willing to complete learning tasks. We have developed a prototype to evaluate the effectiveness of a simultaneous Chinese sign language and Chinese character teaching system based on gesture recognition and in-air writing. We expect that this system will increase children's willingness and efficiency to learn sign language and Chinese characters, and eventually be used to assist in early language education for deaf children in the Chinese region.
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10. |
- Pelikan, Hannah, 1994-, et al.
(författare)
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Interaction Prototyping With Video: Bridging Video Interaction Analysis & Design
- 2022
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Ingår i: CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI ’22 Extended Abstracts). - New York, NY, USA : ACM. - 9781450391566
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Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
- In this course you will learn how to use video data for prototyping. The course provides hands-on training in working with video clips, including transcription and identification of relevant actions. You will familiarize with core interaction analytic concepts (grounded in ethnomethodology and conversation analysis) and will learn how to do an action-by-action analysis. Working on the design case of everyday interaction with automatic doors, you will learn how video interaction analysis can be embedded in an iterative design process.
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