136. Interaction Schemes and Patterns I

Monitoring Screen Time or Redesigning It? Two Approaches to Supporting Intentional Social Media Use
説明

Existing designs helping people manage their social media use include: 1) external supports that monitor and limit use; 2) internal supports that change the interface itself. Here, we design and deploy Chirp, a mobile Twitter client, to independently examine how users experience external and internal supports. To develop Chirp, we identified 16 features that influence users’ sense of agency on Twitter through a survey of 129 participants and a design workshop. We then conducted a four-week within-subjects deployment with 31 participants. Our internal supports (including features to filter tweets and inform users when they have exhausted new content) significantly increased users’ sense of agency, while our external supports (a usage dashboard and nudges to close the app) did not. Participants valued our internal supports and said that our external supports were for "other people". Our findings suggest that design patterns promoting agency may serve users better than screen time tools.

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Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input Modality
説明

From zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce, grip span, and grip direction. Therefore, in this paper, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality.

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The Digital Landscape of Nudging: A Systematic Literature Review of Empirical Research on Digital Nudges
説明

Research output related to digital nudging has increased ten-fold over the last five years.

Nudging in the digital realm differs from its analog counterpart in important ways.

For instance, online, choice architectures can be interconnected and personalized using real time data. In the face of this development, it is crucial to understand the current state of the literature and to map out possible research gaps. This paper addresses this issue and provides a systematic review of empirical studies where digital nudges have been evaluated. The systematic review covers 73 peer-reviewed papers containing 109 separate studies where 231 digital nudges have been evaluated. Our results lead to nine open research questions to be addressed in the future by the research community.

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Design is Worth a Thousand Words: The Effect of Digital Interaction Design on Picture-Prompted Reminiscence
説明

Interactions with our personal and family pictures are essential to continued social reminiscence, leading to long-term benefits, including reduced social isolation. Previous research has identified how designs of digital picture tools fall short of physical options specifically in terms of reminiscence. However, the relative prompting abilities of different digital interactions, including the types of memories prompted like external facts or person-centred memories, have not yet been explored. To investigate this, we present a controlled study of the memories prompted by three digital picture interactions (slideshow, gallery, and tabletop) on personal touchscreen devices. We find differences in how these tools and the interactions they support prompt reminiscence. In particular, gallery views prompt significantly fewer memories than either the tabletop or slideshow. Slideshows prompt significantly more external, factual memories, but not more person-centred memories, which are key to reminiscence. This has implications for the overall social usability of digital picture interactions

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Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented Workflows
説明

To better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people's fragmented workflows.

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