注目の論文一覧

各カテゴリ上位30論文までを表示しています

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

3
Live Sketchnoting Across Platforms: Exploring the Potential and Limitations of Analogue and Digital Tools
Marina Fernández Camporro (University College London, London, United Kingdom)Nicolai Marquardt (University College London, London, United Kingdom)
Sketchnoting is the process of creating a visual record with combined text and imagery of an event or presentation. Although analogue tools are still the most common method for sketchnoting, the use of digital tools is increasing. We conducted a study to better understand the current practices, techniques, compromises and opportunities of creating both pen&paper and digital sketchnotes. Our research combines insights from semi-structured interviews with the findings from a within-subjects observational study where ten participants created real time sketchnotes of two video presentations on both paper and digital tablet. We report our key findings, categorised into six themes: insights into sense of space; trade-offs with flexibility; choice paradox and cognitive load; matters of perception, accuracy and texture; issues around confidence; and practicalities. We discuss those findings, the potential and limitations of different methods, and implications for the design of future digital sketchnoting tools.
3
Classification of Functional Attention in Video Meetings
Anastasia Kuzminykh (University of Waterloo, Waterloo, ON, Canada)Sean Rintel (Microsoft Research, Cambridge, United Kingdom)
Participants in video meetings have long struggled with asymmetrical attention levels, especially when participants are distributed unevenly. While technological advances offer exciting opportunities to augment remote users' attention, the phenomenological complexity of attention means that to design attention-fostering features we must first understand what aspects of it are functionally meaningful to support. In this paper, we present a functional classification of observable attention for video meetings. The classification was informed by two studies on sense-making and selectiveness of attention in work meetings. It includes categories of attention accessible for technological support, their functions in a meeting process, and meeting-related activities that correspond to these functions. This classification serves as a multi-level representation of attention and informs the design of features aiming to support remote participants' attention in video meetings.
3
Exploring the Potential of an Intelligent Tutoring System for Sketching Fundamentals
Blake Williford (Texas A&M University, College Station, TX, USA)Matthew Runyon (Texas A&M University, College Station, TX, USA)Wayne Li (Georgia Institute of Technology, Atlanta, GA, USA)Julie Linsey (Georgia Institute of Technology, Atlanta, GA, USA)Tracy Hammond (Texas A&M University, College Station, TX, USA)
Sketching is a practical and useful skill that can benefit communication and problem solving. However, it remains a difficult skill to learn because of low confidence and motivation among students and limited availability for instruction and personalized feedback among teachers. There is an need to improve the educational experience for both groups, and we hypothesized that integrating technology could provide a variety of benefits. We designed and developed an intelligent tutoring system for sketching fundamentals called Sketchtivity, and deployed it in to six existing courses at the high school and university level during the 2017-2018 school year. 268 students used the tool and produced more than 116,000 sketches of basic primitives. We conducted semi-structured interviews with the six teachers who implemented the software, as well as nine students from a course where the tool was used extensively. Using grounded theory, we found ten categories which unveiled the benefits and limitations of integrating an intelligent tutoring system for sketching fundamentals in to existing pedagogy.
3
UI Dark Patterns and Where to Find Them: A Study on Mobile Applications and User Perception
Linda Di Geronimo (University of Zürich, Zürich, Switzerland)Larissa Braz (University of Zürich, Zürich, Switzerland)Enrico Fregnan (University of Zürich, Zürich, Switzerland)Fabio Palomba (University of Zürich, Zürich, Switzerland)Alberto Bacchelli (University of Zürich, Zürich, Switzerland)
A Dark Pattern (DP) is an interface maliciously crafted to deceive users into performing actions they did not mean to do. In this work, we analyze Dark Patterns in 240 popular mobile apps and conduct an online experiment with 589 users on how they perceive Dark Patterns in such apps. The results of the analysis show that 95% of the analyzed apps contain one or more forms of Dark Patterns and, on average, popular applications include at least seven different types of deceiving interfaces. The online experiment shows that most users do not recognize Dark Patterns, but can perform better in recognizing malicious designs if informed on the issue. We discuss the impact of our work and what measures could be applied to alleviate the issue.
2
Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display
Yujiro Okuya (Université Paris-Saclay, CNRS, LIMSI VENISE team & Université Paris-Saclay, CNRS, Inria, LRI, Orsay, France)Olivier Gladin (Université Paris-Saclay, CNRS, Inria, LRI, Orsay, France)Nicolas Ladevèze (Université Paris-Saclay, CNRS, LIMSI, VENISE team, Orsay, France)Cédric Fleury (Université Paris-Saclay, CNRS, Inria, LRI, Orsay, France)Patrick Bourdot (Université Paris-Saclay, CNRS, LIMSI VENISE team, Orsay, France)
Industrial design review is an iterative process which mainly relies on two steps involving many stakeholders: design discussion and CAD data adjustment. We investigate how a wall-sized display could be used to merge these two steps by allowing multidisciplinary collaborators to simultaneously generate and explore design alternatives. We designed ShapeCompare based on the feedback from a usability study. It enables multiple users to compute and distribute CAD data with touch interaction. To assess the benefit of the wall-sized display in such context, we ran a controlled experiment which aims to compare ShapeCompare with a visualization technique suitable for standard screens. The results show that pairs of participants performed a constraint solving task faster and used more deictic instructions with ShapeCompare. From these findings, we draw generic recommendations for collaborative exploration of alternatives.
2
Exploring The Future of Data-Driven Product Design
Katerina Gorkovenko (University of Edinburgh, Edinburgh, United Kingdom)Daniel J. Burnett (Lancaster University, Lancaster, Lancashire, United Kingdom)James K. Thorp (Lancaster University, Lancaster, Lancashire, United Kingdom)Daniel Richards (Lancaster University, Lancaster, Lancashire, United Kingdom)Dave Murray-Rust (University of Edinburgh, Edinburgh, United Kingdom)
Connected devices present new opportunities to advance design through data collection in the wild, similar to the way digital services evolve through analytics. However, it is still unclear how live data transmitted by connected devices informs the design of these products, going beyond performance optimisation to support creative practices. Design can be enriched by data captured by connected devices, from usage logs to environmental sensors, and data about the devices and people around them. Through a series of workshops, this paper contributes industry and academia perspectives on the future of data-driven product design. We highlight HCI challenges, issues and implications, including sensemaking and the generation of design insight. We further challenge current notions of data-driven design and envision ways in which future HCI research can develop ways to work with data in the design process in a connected, rich, human manner.
2
Get a Grip: Evaluating Grip Gestures for VR Input using a Lightweight Pen
Nianlong Li (Institute of Software, Chinese Academy of Sciences & University of Chinese Academy of Sciences, Beijing, China)Teng Han (Institute of Software, Chinese Academy of Sciences & University of Chinese Academy of Sciences, Beijing, China)Feng Tian (Institute of software, Chinese Academy of Sciences & University of Chinese Academy of Sciences, Beijing, China)Jin Huang (Institute of Software, Chinese Academy of Sciences & University of Chinese Academy of Sciences, Beijing, China)Minghui Sun (Jilin University, Changchun, China)Pourang Irani (University of Manitoba, Winnipeg, Canada)Jason Alexander (Lancaster University, Lancaster, Lancashire, United Kingdom)
The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does not exploit the human fingers' capability for dexterous movements for high precision pointing and selection. To address this issue, we investigated the characteristics and potential of using a pen as a VR input device. We conducted two studies. The first examined which pen grip allowed the largest range of motion---we found a tripod grip at the rear end of the shaft met this criterion. The second study investigated target selection via 'poking' and ray-casting, where we found the pen grip outperformed the traditional wrist-based input in both cases. Finally, we demonstrate potential applications enabled by VR pen input and grip postures.
2
Defining Haptic Experience: Foundations for Understanding, Communicating, and Evaluating HX
Erin Kim (University of Waterloo, Waterloo, ON, Canada)Oliver Schneider (University of Waterloo, Waterloo, ON, Canada)
Haptic technology is maturing, with expectations and evidence that it will contribute to user experience (UX). However, we have very little understanding about how haptic technology can influence people's experience. Researchers and designers need a way to understand, communicate, and evaluate haptic technology's effect on UX. From a literature review and two studies – one with haptics novices, the other with expert hapticians – we developed a theoretical model of the factors that constitute a good haptic experience (HX). We define HX and propose its constituent factors: design parameters of Timeliness, Density, Intensity, and Timbre; the cross-cutting concern of Personalization; usability requirements of Utility, Causality, Consistency, and Saliency; and experiential factors of Harmony, Expressivity, Autotelics, Immersion, and Realism as guiding constructs important for haptic experience. This model will help guide design and research of haptic systems, inform language around haptics, and provide the basis for evaluative instruments, such as checklists, heuristics, or questionnaires.
2
Enabling Data-Driven API Design with Community Usage Data: A Need-Finding Study
Tianyi Zhang (Harvard University, Cambridge, MA, USA)Björn Hartmann (University of California, Berkeley, Berkeley, CA, USA)Miryung Kim (University of California, Los Angeles, Los Angeles, CA, USA)Elena L. Glassman (Harvard University, Cambridge, MA, USA)
APIs are becoming the fundamental building block of modern software and their usability is crucial to programming efficiency and software quality. Yet API designers find it hard to gather and interpret user feedback on their APIs. To close the gap, we interviewed 23 API designers from 6 companies and 11 open-source projects to understand their practices and needs. The primary way of gathering user feedback is through bug reports and peer reviews, as formal usability testing is prohibitively expensive to conduct in practice. Participants expressed a strong desire to gather real-world use cases and understand users' mental models, but there was a lack of tool support for such needs. In particular, participants were curious about where users got stuck, their workarounds, common mistakes, and unanticipated corner cases. We highlight several opportunities to address those unmet needs, including developing new mechanisms that systematically elicit users' mental models, building mining frameworks that identify recurring patterns beyond shallow statistics about API usage, and exploring alternative design choices made in similar libraries.
2
Designing IoT Resources to Support Outdoor Play for Children
Thomas Dylan (Northumbria University, Newcastle upon Tyne, United Kingdom)Gavin Wood (Northumbria University, Newcastle upon Tyne, United Kingdom)Abigail C. Durrant (Northumbria University, Newcastle upon Tyne, United Kingdom)John Vines (Northumbria University, Newcastle upon Tyne, United Kingdom)Pablo E. Torres (University College London, London, United Kingdom)Philip I. N. Ulrich (Canterbury Christ Church University, Canterbury, United Kingdom)Mutlu Cukurova (University College London, London, United Kingdom)Amanda Carr (Canterbury Christ Church University, Canterbury, United Kingdom)Sena Çerçi (Northumbria University, Newcastle Upon Tyne, United Kingdom)Shaun Lawson (Northumbria University, Newcastle upon Tyne, United Kingdom)
We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Our findings highlight the designs' material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free play outdoors. We provide directions for future research that addresses the challenges faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.
2
Debugging Database Queries: A Survey of Tools, Techniques, and Users
Sneha Gathani (University of Maryland, College Park, College Park, MD, USA)Peter Lim (University of Maryland, College Park, College Park, MD, USA)Leilani Battle (University of Maryland, College Park, College Park, MD, USA)
Database management systems (or DBMSs) have been around for decades, and yet are still difficult to use, particularly when trying to identify and fix errors in user programs (or queries). We seek to understand what methods have been proposed to help people debug database queries, and whether these techniques have ultimately been adopted by DBMSs (and users). We conducted an interdisciplinary review of 112 papers and tools from the database, visualisation and HCI communities. To better understand whether academic and industry approaches are meeting the needs of users, we interviewed 20 database users (and some designers), and found surprising results. In particular, there seems to be a wide gulf between users' debugging strategies and the functionality implemented in existing DBMSs, as well as proposed in the literature. In response, we propose new design guidelines to help system designers to build features that more closely match users debugging strategies.
2
Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play
Raquel Breejon Robinson (University of Saskatchewan, Saskatoon, SK, Canada)Elizabeth Reid (University of Saskatchewan, Saskatoon, SK, Canada)James Collin Fey (University of California, Santa Cruz, Santa Cruz, CA, USA)Ansgar E. Depping (University of Saskatchewan, Saskatoon, SK, Canada)Katherine Isbister (University of California, Santa Cruz, Santa Cruz, CA, USA)Regan L. Mandryk (University of Saskatchewan, Saskatoon, SK, Canada)
Social closeness is important for health and well-being, but is difficult to maintain over a distance. Games can help connect people by strengthening existing relationships or creating new ones through shared playful experiences. We present the design and evaluation of 'In the Same Boat' (ITSB), a two-player infinite runner designed to foster social closeness in distributed dyads. ITSB leverages the synchronization of both players' input to steer a canoe down a river and avoid obstacles. We created two versions: embodied controls, which use players' physiological signals (breath rate, facial expressions), and standard keyboard controls. Results from a study with 35 dyads indicate that ITSB fostered affiliation, and while embodied controls were less intuitive, people enjoyed them more. Further, photos of the dyads were rated as happier and closer in the embodied condition, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance.
2
E-Textile Microinteractions: Augmenting Twist with Flick, Slide and Grasp Gestures for Soft Electronics
Alex Olwal (Google Research, Mountain View, CA, USA)Thad Starner (Google Research, Mountain View, CA, USA)Gowa Mainini (Google Research, Mountain View, CA, USA)
E-textile microinteractions advance cord-based interfaces by enabling the simultaneous use of precise continuous control and casual discrete gestures. We leverage the recently introduced I/O Braid sensing architecture to enable a series of user studies and experiments which help design suitable interactions and a real-time gesture recognition pipeline. Informed by a gesture elicitation study with 36 participants, we developed a user-dependent classifier for eight discrete gestures with 94% accuracy for 12 participants. In a formal evaluation we show that we can enable precise manipulation with the same architecture. Our quantitative targeting experiment suggests that twisting is faster than existing headphone button controls and is comparable in speed to a capacitive touch surface. Qualitative interview feedback indicates a preference for I/O Braid's interaction over that of in-line headphone controls. Our applications demonstrate how continuous and discrete gestures can be combined to form new, integrated e-textile microinteraction techniques for real-time continuous control, discrete actions and mode switching.
2
When Design Novices and LEGO^(®) Meet: Stimulating Creative Thinking for Interface Design
Simon Bourdeau (ESG-UQAM, Montréal, PQ, Canada)Annemarie Lesage (HEC Montréal, Montréal, PQ, Canada)Béatrice Caron (HEC Montréal, Montréal, PQ, Canada)Pierre-Majorique Léger (HEC Montréal, Montréal, PQ, Canada)
Design thinking is an iterative, human-centered approach to innovation. Its success rests on collaboration within a multidisciplinary project team going through cycles of divergent and convergent ideations. In these teams, nondesigners risk diminishing the divergent reach because they are generally reluctant to sketch, thus missing out on theambiguous, imprecise early conceptual divergent phases. We hypothesized that LEGO^(®) could advantageously be a substitute to sketching. In this comparative study, 44 nondesigners randomly paired in 22 dyads did two conceptual ideations of healthcare landing pages, one using pen/paper (spontaneously writing words on sticky notes) and the other using LEGO, assessed through Torrance and Guilford frameworks for divergent thinking. Results show that LEGO interfaces gathered significantly higher divergent thinking scores because their concepts were significantly more elaborated. Furthermore, when using LEGO, teams who generated more elements were likely to also generate more ideas, more categories of ideas and more original ideas.
2
Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame
Alexander Michael (University of Bath, Bath, United Kingdom)Christof Lutteroth (University of Bath, Bath, United Kingdom)
Participating in competitive races can be a thrilling experience for athletes, involving a rush of excitement and sensations of flow, achievement, and self-fulfilment. However, for non-athletes, the prospect of competition is often a scary one which affects intrinsic motivation negatively, especially for less fit, less competitive individuals. We propose a novel method making the positive racing experience accessible to non-athletes using a high-intensity cycling VR exergame: by recording and replaying all their previous gameplay sessions simultaneously, including a projected future performance, players can race against a crowd of "ghost" avatars representing their individual fitness journey. The experience stays relevant and exciting as every race adds a new competitor. A longitudinal study over four weeks and a cross-sectional study found that the new method improves physical performance, intrinsic motivation, and flow compared to a non-competitive exergame. Additionally, the longitudinal study provides insights into the longer-term effects of VR exergames.
2
The Curious Case of the Transdiegetic Cow, or a Mission to Foster Other-Oriented Empathy Through Virtual Reality
Martijn J.L. Kors (Eindhoven University of Technology & Amsterdam University of Applied Science, Eindhoven, Noord Brabant, Netherlands)Erik D. van der Spek (Eindhoven University of Technology, Eindhoven, Noord Brabant, Netherlands)Julia A. Bopp (University of Basel, Basel, Switzerland)Karel Millenaar (Amsterdam University of Applied Science, Amsterdam, Netherlands)Rutger L. van Teutem (Amsterdam University of Applied Sciences, Amsterdam, Netherlands)Gabriele Ferri (Amsterdam University of Applied Sciences, Amsterdam, Netherlands)Ben A.M. Schouten (Eindhoven University of Technology & Amsterdam University of Applied Sciences, Eindhoven & Amsterdam, Netherlands)
Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after 'standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy – focusing on a partaker-perspective and diegetic reflection – which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.
2
Virtual Reality Games for People Using Wheelchairs
Kathrin Gerling (Katholieke Universiteit Leuven, Leuven, Belgium)Patrick Dickinson (University of Lincoln, Lincoln, United Kingdom)Kieran Hicks (University of Lincoln, Lincoln, United Kingdom)Liam Mason (University of Lincoln, Lincoln, United Kingdom)Adalberto L. Simeone (Katholieke Universiteit Leuven, Leuven, Belgium)Katta Spiel (Katholieke Universiteit Leuven, Leuven, Belgium)
Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.
2
Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation
Pardis Miri (Stanford University, Palo Alto, CA, USA)Emily Jusuf (Stanford University, Palo Alto, CA, USA)Andero Uusberg (Stanford University, Stanford, CA, USA)Horia Margarit (Stanford University, Palo Alto, CA, USA)Robert Flory (Intel, Hillsboro, OR, USA)Katherine Isbister (University of California, Santa Cruz, Santa Cruz, CA, USA)Keith Marzullo (University of Maryland, College Park, MD, USA)James J. Gross (Stanford University, Stanford, CA, USA)
Given the prevalence and adverse impact of anxiety, there is considerable interest in using technology to regulate anxiety. Evaluating the efficacy of such technology in terms of both the average effect (the intervention efficacy) and the heterogeneous effect (for whom and in what context the intervention was effective) is of paramount importance. In this paper, we demonstrate the efficacy of PIV, a personalized breathing pacer, in reducing anxiety in the presence of a cognitive stressor. We also quantify the relation between our specific stressor and PIV-user engagement. To our knowledge, this is the first mixed-design study of a vibrotactile affect regulation technology which accounts for a specific stressor and for individual differences in relation to the technology's efficacy. Guidelines in this paper can be applied for designing and evaluating other affect regulation technologies.
2
A Literature Review of Quantitative Persona Creation
Joni Salminen (Qatar Computing Research Institute, Hamad Bin Khalifa University & University of Turku, Doha, Qatar)Kathleen Guan (Georgetown University, Washington, DC, USA)Soon-Gyo Jung (Qatar Computing Research Institute, Hamad Bin Khalifa University, Doha, Qatar)Shammur A. Chowdhury (Qatar Computing Research Institute, Hamad Bin Khalifa University, Doha, Qatar)Bernard J. Jansen (Qatar Computing Research Institute, Hamad Bin Khalifa University, Doha, Qatar)
Quantitative persona creation (QPC) has tremendous potential, as HCI researchers and practitioners can leverage user data from online analytics and digital media platforms to better understand their users and customers. However, there is a lack of a systematic overview of the QPC methods and progress made, with no standard methodology or known best practices. To address this gap, we review 49 QPC research articles from 2005 to 2019. Results indicate three stages of QPC research: Emergence, Diversification, and Sophistication. Sharing resources, such as datasets, code, and algorithms, is crucial to achieving the next stage (Maturity). For practitioners, we provide guiding questions for assessing QPC readiness in organizations.
2
Household Surface Interactions: Understanding User Input Preferences and Perceived Home Experiences
Garreth W. Tigwell (Rochester Institute of Technology, Rochester, NY, USA)Michael Crabb (University of Dundee, Dundee, United Kingdom)
Households contain a variety of surfaces that are used in a number of activity contexts. As ambient technology becomes commonplace in our homes, it is only a matter of time before these surfaces become linked to computer systems for Household Surface Interaction (HSI). However, little is known about the user experience attached to HSI, and the potential acceptance of HSI within modern homes. To address this problem, we ran a mixed methods user study with 39 participants to examine HSI using nine household surfaces and five common gestures (tap, press, swipe, drag, and pinch). We found that under the right conditions, surfaces with some amount of texture can enhance HSI. Furthermore, perceived good and poor user experience varied among participants for surface type indicating individual preferences. We present findings and design considerations based on surface characteristics and the challenges that users perceive they may have with HSI within their homes.
2
BodyLights: Open-Ended Augmented Feedback to Support Training Towards a Correct Exercise Execution
Laia Turmo Vidal (Uppsala University, Uppsala, Sweden)Hui Zhu (Uppsala University, Uppsala, Sweden)Abraham Riego-Delgado (Uppsala University, Uppsala, Sweden)
Technologies targeting a correct execution of physical training exercises typically use pre-determined models for what they consider correct, automatizing instruction and feedback. This falls short on catering to diverse trainees and exercises. We explore an alternative design approach, in which technology provides open-ended feedback for trainers and trainees to use during training. With a personal trainer we designed the augmentation of 18 strength training exercises with BodyLights: 3D printed wearable projecting lights that augment body movement and orientation. To study them, 15 trainees at different skill levels trained three times with our personal trainer and BodyLights. Our findings show that BodyLights catered to a wide range of trainees and exercises, and supported understanding, executing and correcting diverse technique parameters. We discuss design features and methodological aspects that allowed this; and what open-ended feedback offered in comparison to current technology approaches to support training towards a correct exercise execution.
2
ScrAPIr: Making Web Data APIs Accessible to End Users
Tarfah Alrashed (Massachusetts Institute of Technology, Cambridge, MA, USA)Jumana Almahmoud (Massachusetts Institute of Technology, Cambridge, MA, USA)Amy X. Zhang (Massachusetts Institute of Technology, Cambridge, MA, USA)David R. Karger (Massachusetts Institute of Technology, Cambridge, MA, USA)
Users have long struggled to extract and repurpose data from websites by laboriously copying or scraping content from web pages. An alternative is to write scripts that pull data through APIs. This provides a cleaner way to access data than scraping; however, APIs are effortful for programmers and nigh-impossible for non-programmers to use. In this work, we empower users to access APIs without programming. We evolve a schema for declaratively specifying how to interact with a data API. We then develop ScrAPIr: a standard query GUI that enables users to fetch data through any API for which a specification exists, and a second GUI that lets users author and share the specification for a given API. From a lab evaluation, we find that even non-programmers can access APIs using ScrAPIr, while programmers can access APIs 3.8 times faster on average using ScrAPIr than using programming.
2
Trigeminal-based Temperature Illusions
Jas Brooks (University of Chicago, Chicago, IL, USA)Steven Nagels (University of Chicago, Chicago, IL, USA)Pedro Lopes (University of Chicago, Chicago, IL, USA)
We explore a temperature illusion that uses low-powered electronics and enables the miniaturization of simple warm and cool sensations. Our illusion relies on the properties of certain scents, such as the coolness of mint or hotness of peppers. These odors trigger not only the olfactory bulb, but also the nose's trigeminal nerve, which has receptors that respond to both temperature and chemicals. To exploit this, we engineered a wearable device based on micropumps and an atomizer that emits up to three custom-made "thermal" scents directly to the user's nose. Breathing in these scents causes the user to feel warmer or cooler. We demonstrate how our device renders warmth and cooling sensations in virtual experiences. In our first study, we evaluated six candidate "thermal" scents. We found two hot-cold pairs, with one pair being less identifiable by odor. In our second study, pParticipants rated VR experiences with our device trigeminal stimulants as significantly warmer or cooler than the baseline conditions. Lastly, we believe this offers an alternative to existing thermal feedback devices, which unfortunately rely on power-hungry heat-lamps or Peltier-elements.
2
AirTouch: 3D-printed Touch-Sensitive Objects Using Pneumatic Sensing
Carlos E. Tejada (University of Copenhagen, Copenhagen, Denmark)Raf Ramakers (Hasselt University, Hasselt, Belgium)Sebastian Boring (Aalborg University, Copenhagen, Denmark)Daniel Ashbrook (University of Copenhagen, Copenhagen, Denmark)
3D printing technology can be used to rapidly prototype the look and feel of 3D objects. However, the objects produced are passive. There has been increasing interest in making these objects interactive, yet they often require assembling components or complex calibration. In this paper, we contribute AirTouch, a technique that enables designers to fabricate touch-sensitive objects with minimal assembly and calibration using pneumatic sensing. AirTouch-enabled objects are 3D printed as a single structure using a consumer-level 3D printer. AirTouch uses pre-trained machine learning models to identify interactions with fabricated objects, meaning that there is no calibration required once the object has completed printing. We evaluate our technique using fabricated objects with various geometries and touch sensitive locations, obtaining accuracies of at least 90% with 12 interactive locations.
1
XRDirector: A Role-Based Collaborative Immersive Authoring System
Michael Nebeling (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Katy Lewis (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Yu-Cheng Chang (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Lihan Zhu (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Michelle Chung (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Piaoyang Wang (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Janet Nebeling (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)
Immersive authoring is an increasingly popular technique to design AR/VR scenes because design and testing can be done concurrently. Most existing systems, however, are single-user and limited to either AR or VR, thus constrained in the interaction techniques. We present XRDirector, a role-based collaborative immersive authoring system that enables designers to freely express interactions using AR and VR devices as puppets to manipulate virtual objects in 3D physical space. In XRDirector, we adapt roles known from filmmaking to structure the authoring process and help coordinate multiple designers in immersive authoring tasks. We study how novice AR/VR creators can take advantage of the roles and modes in XRDirector to prototype complex scenes with animated 3D characters, light effects, and camera movements, and also simulate interactive system behavior in a Wizard of Oz style. XRDirector's design was informed by case studies around complex 3D movie scenes and AR/VR games, as well as workshops with novice AR/VR creators. We show that XRDirector makes it easier and faster to create AR/VR scenes without the need for coding, characterize the issues in coordinating designers between AR and VR, and identify the strengths and weaknesses of each role and mode to mitigate the issues.
1
Getting the Healthcare We Want: The Use of Online "Ask the Doctor" Platforms in Practice
Xianghua Ding (Fudan University, Shanghai, China)Xinning Gui (Pennsylvania State University, State College, PA, USA)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, China)Zhaofei Ding (Fudan University, Shanghai, China)Yunan Chen (University of California, Irvine, Irvine, CA, USA)
Online Ask the Doctor (AtD) services allow access to health professionals anytime anywhere beyond existing patient-provider relationships. Recently, many free-market AtD platforms have emerged and been adopted by a large scale of users. However, it is still unclear how people make use of these AtD platforms in practice. In this paper, we present an interview study with 12 patients/caregivers who had experience using AtD in China, highlighting patient agency in seeking more reliable and cost-effective healthcare beyond clinic settings. Specifically, we illustrate how they make strategic choices online on AtD platforms, and how they strategically integrate online and offline services together for healthcare. This paper contributes an empirical study of the use of large-scale AtD platforms in practice, demonstrates patient agency for healthcare beyond clinic settings, and recommends design implications for online healthcare services.
1
Mixed Reality Light Fields for Interactive Remote Assistance
Peter Mohr (Graz University of Technology & VRVis GmbH, Graz, Austria)Shohei Mori (Graz University of Technology, Graz, Austria)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Bruce H. Thomas (University of South Australia, Mawson Lakes, Australia)Dieter Schmalstieg (Graz University of Technology, Graz, Austria)Denis Kalkofen (Graz University of Technology, Graz, Austria)
Remote assistance represents an important use case for mixed reality. With the rise of handheld and wearable devices, remote assistance has become practical in the wild. However, spontaneous provisioning of remote assistance requires an easy, fast and robust approach for capturing and sharing of unprepared environments. In this work, we make a case for utilizing interactive light fields for remote assistance. We demonstrate the advantages of object representation using light fields over conventional geometric reconstruction. Moreover, we introduce an interaction method for quickly annotating light fields in 3D space without requiring surface geometry to anchor annotations. We present results from a user study demonstrating the effectiveness of our interaction techniques, and we provide feedback on the usability of our overall system.
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"It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GO
Yoojung Kim (Seoul National University, Seoul, Republic of Korea)Arpita Bhattacharya (University of Washington, Seattle, WA, USA)Julie A. Kientz (University of Washington, Seattle, WA, USA)Jin Ha Lee (University of Washington, Seattle, WA, USA)
Leveraging existing popular games such as Pokémon GO to promote health can engage people in healthy activities without sacrificing gaming appeal. However, little is known about what potential tensions arise from incorporating new health-related features to already existing and popular games and how to resolve those tensions from players' perspectives. In this paper, we identify design tensions surrounding the appeals of Pokémon GO, perspectives on different health needs, and mobile health technologies. By conducting surveys and design workshops with 20 avid Pokémon GO players, we demonstrate four design tensions: (1) diverse goals and rewards vs. data accuracy, (2) strong bonds between players and characters vs. gaming obsession, (3) collaborative play vs. social anxiety, and (4) connection of in-real-life experiences with the game vs. different individual contexts. We provide design implications to resolve these tensions in Pokémon GO and discuss how to extend our findings to the broader context of health promotion in location-based games.
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Right Information, Right Time, Right Place: Physical Alignment and Misalignment in Healthcare Practice
Kathleen H. Pine (Arizona State University, Tempe, AZ, USA)Yunan Chen (University of California, Irvine, Irvine, CA, USA)
Implementation of new health information systems such as Electronic Health Records (EHR) is expected to reap many benefits. However, the transition from one information system to another is often associated with inefficiency, ineffectiveness, and patient safety hazards. These negative consequences are difficult to predict and avoid before system transitions take place. The changed physical form of information remains an unexamined facet of healthcare system transitions. Using ethnographic methods in two clinical sites, we discovered a recurrent set of problems that emerged due to physical disconnections between information and practice predicated on implementation of new information systems. "Physical misalignments" are instances where workers cannot bring information sources to hand in the precise time and place in which they are needed. We identify three types of physical misalignments, then discuss how physical misalignments can be proactively identified and corrected before, during, and after implementation of new health information systems.
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Instructional Video Design: Investigating the Impact of Monologue- and Dialogue-style Presentations
Bridjet Lee (Carleton University, Ottawa, ON, Canada)Kasia Muldner (Carleton University, Ottawa, ON, Canada)
Instructional videos are frequently used in online courses and websites. Such videos may include an instructor delivering a monologue-style presentation, or alternatively, engaging in a dialogue with a student who appears in the video alongside of the instructor. We compared three instructional video designs (N = 77), including monologue and dialogue style presentations. To obtain a comprehensive view of the impact of video design, we used a variety of measures, including eye tracking data, learning gains, self-efficacy, cognitive load, social presence, and interest. Despite eye tracking data showing that participants in speaker-visible conditions spent significantly less time on the domain content, learning and related variables were similar in all three conditions, a result we confirmed with Bayesian statistics that provided substantial evidence for the null model. Altogether, we provide evidence that learning and interest are not enhanced by a dialogue-style presentation or visual presence of the instructor. However, further work is needed to investigate the effect of other domains, speaker persona and saliency, and configuration of the speakers in the instructional video.
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Supporting Visual Artists in Programming through Direct Inspection and Control of Program Execution
Jingyi Li (Stanford University, Stanford, CA, USA)Joel Brandt (Adobe Research, Santa Monica, CA, USA)Radomír Měch (Adobe Research, San Jose, CA, USA)Maneesh Agrawala (Stanford University, Stanford, CA, USA)Jennifer Jacobs (University of California, Santa Barbara, Santa Barbara, CA, USA)
Programming offers new opportunities for visual art creation, but understanding and manipulating the abstract representations that make programming powerful can pose challenges for artists who are accustomed to manual tools and concrete visual interaction. We hypothesize that we can reduce these barriers through programming environments that link state to visual artwork output. We created Demystified Dynamic Brushes (DDB), a tool that bidirectionally links code, numerical data, and artwork across the programming interface and the execution environment – i.e., the artist's in-progress artwork. DDB automatically records stylus input as artists draw, and stores a history of brush state and output in relation to the input. This structure enables artists to inspect current and past numerical input, state, and output and control program execution through the direct selection of visual geometric elements in the drawing canvas. An observational study suggests that artists engage in program inspection when they can visually access geometric state information on the drawing canvas in the process of manual drawing.
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Digital Technology, Meditative and Contemplative Practices, and Transcendent Experiences
Robert B. Markum (University of Michigan, Ann Arbor, MI, USA)Kentaro Toyama (University of Michigan, Ann Arbor, MI, USA)
Meditative and contemplative practices are common among U.S. adults, but the impact of digital technology use on these practices and on associated transcendent experiences is poorly understood. Through semi-structured interviews with sixteen experienced practitioners from a variety of traditions, we find that practitioners consider digital technology to be a mixed blessing. While they see its practical value, they are wary of its stimulation-based effects and find minimal usefulness in commercial meditation apps. They also feel that digital technology use may interfere with possible transcendent experiences. The practitioners, however, applied insights from their respective practices to strategically mitigate digital technology's negative effects in three ways: limiting its use to instrumental purposes, using technology interactions as grist for self-reflection, and integrating technology itself into a site for practice. Specific design recommendations are discussed.
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Head-Coupled Kinematic Template Matching: A Prediction Model for Ray Pointing in VR
Rorik Henrikson (Chatham Labs, Toronto, ON, Canada)Tovi Grossman (University of Toronto, Toronto, ON, Canada)Sean Trowbridge (Facebook Reality Labs, Redmond, WA, USA)Daniel Wigdor (Chatham Labs & University of Toronto, Toronto, ON, Canada)Hrvoje Benko (Facebook Reality Labs, Redmond, WA, USA)
This paper presents a new technique to predict the ray pointer landing position for selection movements in virtual reality (VR) environments. The technique adapts and extends a prior 2D kinematic template matching method to VR environments where ray pointers are used for selection. It builds on the insight that the kinematics of a controller and Head-Mounted Display (HMD) can be used to predict the ray's final landing position and angle. An initial study provides evidence that the motion of the head is a key input channel for improving prediction models. A second study validates this technique across a continuous range of distances, angles, and target sizes. On average, the technique's predictions were within 7.3° of the true landing position when 50% of the way through the movement and within 3.4° when 90%. Furthermore, compared to a direct extension of Kinematic Template Matching, which only uses controller movement, this head-coupled approach increases prediction accuracy by a factor of 1.8x when 40% of the way through the movement.
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Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection
Herman Saksono (Northeastern University, Boston, MA, USA)Carmen Castaneda-Sceppa (Northeastern University, Boston, MA, USA)Jessica Hoffman (Northeastern University, Boston, MA, USA)Vivien Morris (Mattapan Food and Fitness Coalition, BOSTON, MA, USA)Magy Seif El-Nasr (Northeastern University, Boston, MA, USA)Andrea G. Parker (Northeastern University, Boston, MA, USA)
Physical activity (PA) is critical for reducing the risk of obesity, a prevalent health concern that burdens low-socioeconomic status (SES) households. While self-tracking apps can increase PA, encouraging app engagement remains a challenge, thus limiting the app's efficacy. To understand how to better support caregiver's motivation to use family health apps, we designed and evaluated Storywell–a mobile app for promoting family PA. Guided by Self-Determination Theory, Storywell provides social rewards (e.g., storybooks with interactive reflective questions) aimed at supporting relatedness and motivation. Our 3-month qualitative study with 18 families revealed satisfying moments that can affect caregiver's motivation. We contribute new knowledge on designing satisfying moments that heighten the motivation to use health apps, especially for low-SES families who face many barriers to using such systems.
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Better Because It's New: The Impact of Perceived Novelty on the Added Value of Mid-Air Haptic Feedback
Isa Rutten (Katholieke Universiteit Leuven, Leuven, Belgium)David Geerts (Katholieke Universiteit Leuven, Leuven, Belgium)
Mid-air haptic (MAH) feedback, providing touch feedback through ultrasound, has been considered an attractive substitute for the absence of physical touch during gesture-based interaction. Although the impact of MAH feedback on workload has already received some attention, the impact on other qualities of the user experience, including general attractiveness and experienced pleasure have been less investigated. In this preregistered study, involving 32 participants, we observed an added value of MAH feedback, on top of visual feedback, by increasing the attractiveness and experienced pleasure during gesture-based interaction, but not by decreasing workload. The added value regarding pleasure and attractiveness disappeared however after statistically controlling for perceived novelty. This paper highlights the importance of statistically controlling for novelty when testing the user experience of new technology during first-time use.
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A User Study on Mixed Reality Remote Collaboration with Eye Gaze and Hand Gesture Sharing
Huidong Bai (University of Auckland, Auckland, New Zealand)Prasanth Sasikumar (University of Auckland, Auckland, New Zealand)Jing Yang (ETH Zürich, Zürich, Switzerland)Mark Billinghurst (University of Auckland, Auckland, New Zealand)
Supporting natural communication cues is critical for people to work together remotely and face-to-face. In this paper we present a Mixed Reality (MR) remote collaboration system that enables a local worker to share a live 3D panorama of his/her surroundings with a remote expert. The remote expert can also share task instructions back to the local worker using visual cues in addition to verbal communication. We conducted a user study to investigate how sharing augmented gaze and gesture cues from the remote expert to the local worker could affect the overall collaboration performance and user experience. We found that by combing gaze and gesture cues, our remote collaboration system could provide a significantly stronger sense of co-presence for both the local and remote users than using the gaze cue alone. The combined cues were also rated significantly higher than the gaze in terms of ease of conveying spatial actions.
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User-defined Swarm Robot Control
Lawrence H. Kim (Stanford University, Stanford, CA, USA)Daniel S. Drew (Stanford University, Stanford, CA, USA)Veronika Domova (ABB CRC, Vasteras, Sweden)Sean Follmer (Stanford University, Stanford, CA, USA)
A swarm of robots can accomplish more than the sum of its parts, and swarm systems will soon see increased use in applications ranging from tangible interfaces to search and rescue teams. However, effective human control of robot swarms has been shown to be demonstrably more difficult than controlling a single robot, and swarm-specific interactions methodologies are relatively underexplored. As we envision even non-expert users will have more daily in-person encounters with different numbers of robots in the future, we present a user-defined set of control interactions for tabletop swarm robots derived from an elicitation study. We investigated the effects of number of robots and proximity on the user's interaction and found significant effects. For instance, participants varied between using 1-2 fingers, one hand, and both hands depending on the group size. We also provide general design guidelines such as preferred interaction modality, common strategies, and a high-agreement interaction set.
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Pronto: Rapid Augmented Reality Video Prototyping Using Sketches and Enaction
Germán Leiva (Aarhus University, Aarhus, Denmark)Cuong Nguyen (Adobe Research, San Francisco, CA, USA)Rubaiat Habib Kazi (Adobe Research, Seattle, WA, USA)Paul Asente (Adobe Research, San Jose, CA, USA)
Designers have limited tools to prototype AR experiences rapidly. Can lightweight, immediate tools let designers prototype dynamic AR interactions while capturing the nuances of a 3D experience? We interviewed three AR experts and identified several recurring issues in AR design: creating and positioning 3D assets, handling the changing user position, and orchestrating multiple animations. We introduce PROJECT PRONTO, a tablet-based video prototyping system that combines 2D video with 3D manipulation. PRONTO supports four intertwined activities: capturing 3D spatial information alongside a video scenario, positioning and sketching 2D drawings in a 3D world, and enacting animations with physical interactions. An observational study with professional designers shows that participants can use PRONTO to prototype diverse AR experiences. All participants performed two tasks: replicating a sample non-trivial AR experience and prototyping their open-ended designs. All participants completed the replication task and found PRONTO easy to use. Most participants found that PRONTO encourages more exploration of designs than their current practices.
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EmoG: Supporting the Sketching of Emotional Expressions for Storyboarding
Yang Shi (Tongji University, Shanghai, China)Nan Cao (Tongji University, Shanghai, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, China)Siji Chen (Tongji University, Shanghai, China)Pei Liu (Tongji University, Shanghai, China)
Storyboarding is an important ideation technique that uses sequential art to depict important scenarios of user experience. Existing data-driven support for storyboarding focuses on constructing user stories, but fail to address its benefit as a graphic narrative device. Instead, we propose to develop a data-driven design support tool that increases the expressiveness of user stories by facilitating sketching storyboards. To explore this, we focus on supporting the sketching of emotional expressions of characters in storyboards. In this paper, we present EmoG, an interactive system that generates sketches of characters with emotional expressions based on input strokes from the user. We evaluated EmoG with 21 participants in a controlled user study. The results showed that our tool has significantly better performance in usefulness, ease of use, and quality of results than the baseline system.
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RCEA: Real-time, Continuous Emotion Annotation for Collecting Precise Mobile Video Ground Truth Labels
Tianyi Zhang (Centrum Wiskunde & Informatica and Delft University of Technology, Amsterdam & Delft, Netherlands)Abdallah El Ali (Centrum Wiskunde & Informatica (CWI), Amsterdam, Netherlands)Chen Wang (Xinhuanet, Beijing, China)Alan Hanjalic (Delft University of Technology, Delft, Netherlands)Pablo Cesar (Centrum Wiskunde & Informatica and Delft University of Technology, Amsterdam & Delft, Netherlands)
Collecting accurate and precise emotion ground truth labels for mobile video watching is essential for ensuring meaningful predictions. However, video-based emotion annotation techniques either rely on post-stimulus discrete self-reports, or allow real-time, continuous emotion annotations (RCEA) only for desktop settings. Following a user-centric approach, we designed an RCEA technique for mobile video watching, and validated its usability and reliability in a controlled, indoor (N=12) and later outdoor (N=20) study. Drawing on physiological measures, interaction logs, and subjective workload reports, we show that (1) RCEA is perceived to be usable for annotating emotions while mobile video watching, without increasing users' mental workload (2) the resulting time-variant annotations are comparable with intended emotion attributes of the video stimuli (classification error for valence: 8.3%; arousal: 25%). We contribute a validated annotation technique and associated annotation fusion method, that is suitable for collecting fine-grained emotion annotations while users watch mobile videos.
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Keep it Simple: How Visual Complexity and Preferences Impact Search Efficiency on Websites
Amanda Baughan (University of Washington, Seattle, WA, USA)Tal August (University of Washington, Seattle, WA, USA)Naomi Yamashita (NTT Communication Science Laboratories, Keihanna, Japan)Katharina Reinecke (University of Washington, Seattle, WA, USA)
We conducted an online study with 165 participants in which we tested their search efficiency and information recall. We confirm that the visual complexity of a website has a significant negative effect on search efficiency and information recall. However, the search efficiency of those who preferred simple websites was more negatively affected by highly complex websites than those who preferred high visual complexity. Our results suggest that diverse visual preferences need to be accounted for when assessing search response time and information recall in HCI experiments, testing software, or A/B tests.
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ElastOscillation: 3D Multilevel Force Feedback for Damped Oscillation on VR Controllers
Hsin-Ruey Tsai (National Chengchi University, Taipei, Taiwan Roc)Ching-Wen Hung (National Taiwan University, Taipei, Taiwan Roc)Tzu-Chun Wu (National Taiwan University, Taipei, Taiwan Roc)Bing-Yu Chen (National Taiwan University, Taipei, Taiwan Roc)
Force feedback from damped oscillation is a common effect in our daily lives, especially when shaking an elastic object, an object hanging or containing other stuff, or a container with liquid, e.g., casting with a fishing pole or wine-swirling. Such a force, affected by complex physical variations and collisions, is difficult to properly simulate using current force feedback methods. Therefore, we propose ElastOscillation on a virtual reality (VR) controller to provide 3D multilevel force feedback for damped oscillation to enhance VR experiences. ElastOscillation consists of a proxy, six elastic bands and DC motors. It leverages the motors to control the bands' elasticity to restrain the movement of the proxy, which is connected with the bands. Therefore, when users shake the ElastOscillation device, the proxy shakes or moves in corresponding ranges of movement. The users then perceive the force from oscillation at different levels. In addition, elastic force from the bands further reinforces the oscillation force feedback. We conducted a force perception study to understand users' distinguishability for perceiving oscillation forces in 1D and 2D movement, respectively. Based on the results, we performed a VR experience study to show that the force feedback provided by ElastOscillation enhances VR realism.
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Making Chat at Home in the Hospital: Exploring Chat Use by Nurses
Naveena Karusala (University of Washington, Seattle, WA, USA)Ding Wang (Microsoft Research India, Bengaluru, India)Jacki O'Neill (Microsoft Research India, Bengaluru, India)
In this paper, we examine WhatsApp use by nurses in India. Globally, personal chat apps have taken the workplace by storm, and healthcare is no exception. In the hospital setting, this raises questions around how chat apps are integrated into hospital work and the consequences of using such personal tools for work. To address these questions, we conducted an ethnographic study of chat use in nurses' work in a large multi-specialty hospital. By examining how chat is embedded in the hospital, rather than focusing on individual use of personal tools, we throw new light on the adoption of personal tools at work — specifically what happens when such tools are adopted and used as though they were organisational tools. In doing so, we explicate their impact on invisible work [77] and the creep of work into personal time, as well as how hierarchy and power play out in technology use. Thus, we point to the importance of looking beyond individual adoption by knowledge workers when studying the impact of personal tools at work.
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MRAT: The Mixed Reality Analytics Toolkit
Michael Nebeling (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Maximilian Speicher (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Xizi Wang (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Shwetha Rajaram (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Brian D. Hall (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Zijian Xie (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Alexander R. E. Raistrick (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Michelle Aebersold (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Edward G. Happ (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Jiayin Wang (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Yanan Sun (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Lotus Zhang (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Leah E. Ramsier (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)Rhea Kulkarni (University of Michigan – Ann Arbor, Ann Arbor, MI, USA)
Significant tool support exists for the development of mixed reality (MR) applications; however, there is a lack of tools for analyzing MR experiences. We elicit requirements for future tools through interviews with 8 university research, instructional, and media teams using AR/VR in a variety of domains. While we find a common need for capturing how users perform tasks in MR, the primary differences were in terms of heuristics and metrics relevant to each project. Particularly in the early project stages, teams were uncertain about what data should, and even could, be collected with MR technologies. We designed the Mixed Reality Analytics Toolkit (MRAT) to instrument MR apps via visual editors without programming and enable rapid data collection and filtering for visualizations of MR user sessions. With MRAT, we contribute flexible interaction tracking and task definition concepts, an extensible set of heuristic techniques and metrics to measure task success, and visual inspection tools with in-situ visualizations in MR. Focusing on a multi-user, cross-device MR crisis simulation and triage training app as a case study, we then show the benefits of using MRAT, not only for user testing of MR apps, but also performance tuning throughout the design process.
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Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame
Jordan Koulouris (University of Bath, Bath, Somerset, United Kingdom)Zoe Jeffery (University of Bath, Bath, Somerset, United Kingdom)James Best (University of Bath, Bath, Somerset, United Kingdom)Eamonn O'Neill (University of Bath, Bath, Somerset, United Kingdom)Christof Lutteroth (University of Bath, Bath, Somerset, United Kingdom)
Customised avatars are a powerful tool to increase identification, engagement and intrinsic motivation in digital games. We investigated the effects of customisation in a self-competitive VR exergame by modelling players and their previous performance in the game with customised avatars. In a first study we found that, similar to non-exertion games, customisation significantly increased identification and intrinsic motivation, as well as physical performance in the exergame. In a second study we identified a more complex relationship with the customisation style: idealised avatars increased wishful identification but decreased exergame performance compared to realistic avatars. In a third study, we found that 'enhancing' realistic avatars with idealised characteristics increased wishful identification, but did not have any adverse effects. We discuss the findings based on feedforward and self-determination theory, proposing notions of intrinsic identification (fostering a sense of self) and extrinsic identification (drawing away from the self) to explain the results.
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Projection Boxes: On-the-fly Reconfigurable Visualization for Live Programming
Sorin Lerner (University of California, San Diego, La Jolla, CA, USA)
Live programming is a regime in which the programming environment provides continual feedback, most often in the form of runtime values. In this paper, we present Projection Boxes, a novel visualization technique for displaying runtime values of programs. The key idea behind projection boxes is to start with a full semantics of the program, and then use projections to pick a subset of the semantics to display. By varying the projection used, projection boxes can encode both previously known visualization techniques, and also new ones. As such, projection boxes provide an expressive and configurable framework for displaying runtime information. Through a user study we demonstrate that (1) users find projection boxes and their configurability useful (2) users are not distracted by the always-on visualization (3) a key driving force behind the need for a configurable visualization for live programming lies with the wide variation in programmer preferences.
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Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR
Philipp Wacker (RWTH Aachen University, Aachen, Germany)Adrian Wagner (RWTH Aachen University, Aachen, Germany)Simon Voelker (RWTH Aachen University, Aachen, Germany)Jan Borchers (RWTH Aachen University, Aachen, Germany)
In Handheld Augmented Reality, users look at AR scenes through the smartphone held in their hand. In this setting, having a mid-air pointing device like a pen in the other hand greatly expands the interaction possibilities. For example, it lets users create 3D sketches and models while on the go. However, perceptual issues in Handheld AR make it difficult to judge the distance of a virtual object, making it hard to align a pen to it. To address this, we designed and compared different visualizations of the pen's position in its virtual environment, measuring pointing precision, task time, activation patterns, and subjective ratings of helpfulness, confidence, and comprehensibility of each visualization. While all visualizations resulted in only minor differences in precision and task time, subjective ratings of perceived helpfulness and confidence favor a 'heatmap' technique that colors the objects in the scene based on their distance to the pen.
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"I Hear You, I Feel You": Encouraging Deep Self-disclosure through a Chatbot
Yi-Chieh Lee (University of Illinois at Urbana-Champaign & NTT Japan, Champaign, IL, USA)Naomi Yamashita (NTT Japan, Keihanna, Japan)Yun Huang (University of Illinois at Urbana-Champaign, Champaign, IL, USA)Wai Fu (University of Illinois at Urbana-Champaign, Champaign, IL, USA)
Chatbots have great potential to serve as a low-cost, effective tool to support people's self-disclosure. Prior work has shown that reciprocity occurs in human-machine dialog; however, whether reciprocity can be leveraged to promote and sustain deep self-disclosure over time has not been systematically studied. In this work, we design, implement and evaluate a chatbot that has self-disclosure features when it performs small talk with people. We ran a study with 47 participants and divided them into three groups to use different chatting styles of the chatbot for three weeks. We found that chatbot self-disclosure had a reciprocal effect on promoting deeper participant self-disclosure that lasted over the study period, in which the other chat styles without self-disclosure features failed to deliver. Chatbot self-disclosure also had a positive effect on improving participants' perceived intimacy and enjoyment over the study period. Finally, we reflect on the design implications of chatbots where deep self-disclosure is needed over time.
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A Skin-Stroke Display on the Eye-Ring Through Head-Mounted Displays
Wen-Jie Tseng (National Chiao Tung University & Institut Polytechnique de Paris, Hsinchu, Taiwan Roc)Yi-Chen Lee (Institute of Multimedia Engineering, Hsinchu, Taiwan Roc)Roshan L. Peiris (Rochester Institute of Technology, Rochester, NY, USA)Liwei Chan (Computer Science, Hsinchu, Taiwan Roc)
We present the Skin-Stroke Display, a system mounted on the lens inside the head-mounted display, which exerts subtle yet recognizable tactile feedback on the eye-ring using a motorized air jet. To inform our design of noticeable air-jet haptic feedback, we conducted a user study to identify absolute detection thresholds. Our results show that the tactile sensation had different sensitivity around the eyes, and we determined a standard intensity (8 mbar) to prevent turbulent airflow blowing into the eyes. In the second study, we asked participants to adjust the intensity around the eye for equal sensation based on standard intensity. Next, we investigated the recognition of point and stroke stimuli with or without inducing cognitive load on eight directions on the eye-ring. Our longStroke stimulus can achieve an accuracy of 82.6% without cognitive load and 80.6% with cognitive load simulated by the Stroop test. Finally, we demonstrate example applications using the skin-stroke display as the off-screen indicator, tactile I/O progress display, and tactile display.
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Replicate and Reuse: Tangible Interaction Design for Digitally-Augmented Physical Media Objects
Aakar Gupta (University of Waterloo, Waterloo, ON, Canada)Bo Rui Lin (University of Waterloo & Pinterest Inc., Waterloo, ON, Canada)Siyi Ji (University of Waterloo, Waterloo, ON, Canada)Arjav Patel (University of Waterloo, Waterloo, ON, Canada)Daniel Vogel (University of Waterloo, Waterloo, ON, Canada)
Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging through an album, reading a newspaper, or meandering through a bookshelf. Overlaying physical objects with digital content using augmented reality is a promising avenue towards bridging this gap. In this paper, we investigate the interaction design for such digital-overlaid physical objects and their varying levels of tangibility. We first conduct a user evaluation of a physical photo album that uses tangible interactions to support physical and digital operations. We further prototype multiple objects including bookshelves and newspapers and probe users on their usage, capabilities, and interactions. We then conduct a qualitative investigation of three interaction designs with varying tangibility that use three different input modalities. Finally, we discuss the insights from our investigations and recommend design guidelines.