1,721,359 research outputs found

    Within Bounds and Between Domains: Reflecting on Making Tea within the Context of Design Elicitation Methods

    No full text
    Making Tea is a design elicitation method developed specifically to deal with situations in which (1) the designers do not share domain or artefact knowledge with design-domain experts, (2) the processes in the space are semi-structured and (3) the processes to be modeled can last for periods exceeding the availability of most ethnographers. We propose a set of criteria in order to understand why Making Tea worked. Through this criteria we also reflect upon the relation of Making Tea to other design elicitation methods in order to propose a kind of method framework from which other designers may be assisted in choosing elicitation methods and in developing new methods

    Navigating challenges on wide-scale adoption of video for HCI education: the HCIvideoW experience

    No full text
    More than four decades ago, PCs and home videodisks were first used to deliver full courses [7]. The intervening years have seen a growing maturity of video technology for its creation and dissemination, yet many universities had been reluctant to adopt its use. This can be partly attributed to perceptions about videos not being a good substitute for lectures [5] and having prohibitive production costs, even though it is known that even low-cost filming in informal settings can be very effective and positively affect student engagement [6]. Indeed, while there had been a huge uptake in purely online education (e.g MOOCs, Khan academy, P2PU), the heterogeneity of content and style in traditional universities have been the main barriers to effective use of data and reuse of educational materials [2].  Forced by COVID-19, however, these barriers to adoption have suddenly dropped. This has brought about a number of challenges for those not already using video in their teaching, including scalability of the learning activities and assessment.  As a response, and informed by our previous discussions with a community of practitioners on the use of video in our institutions [1,8,9,10], we got together in March to plan a workshop (#HCIvideoW), to discuss with Human-Computing Interaction educators with diverse backgrounds, experiences and at various degrees of technology adoption.  The workshop participants, now over forty members and growing, continue to meet regularly, acting as a community. Concrete outcomes have been shared [3] and this has already led to new developments, including a new video-based tool for students to share physical prototypes developed in direct response to the discussion in one session [4]. Together, we are continuing to explore ways to improve instructors’ teaching experiences to become better prepared for a post-pandemic world.  CCS CONCEPTS● Social and professional topics ---&gt; Computing education<br/

    Activity modelling for low-intention interaction

    No full text
    When modelling user interactions, we normally assume that the user is acting with intention: some very explicit such as opening a valve in a nuclear power station, others more tacit, hardly needing any thought, for example tipping a tablet to turn a page. However, there are also a range of system behaviours that make use of unintentional user actions, where the user acts, but the system decides that the action has meaning, and how to make use of that meaning. Again, these may operate on a variety of levels from ‘incidental interactions’, which operate entirely without the user realising, perhaps subtle changes in search results based on past activity, to more ‘expected interactions’ such as automatic doors that open as you approach. For intentional interaction, there is long-standing advice—making sure that the user can work out what controls do, where information is, interpret the available information, receive feedback on actions—and also long-standing modelling techniques. Low-intention interactions, where the system has more autonomy, require different design strategies and modelling techniques. This chapter presents early steps in this direction. Crucial to this is the notion of two tasks: the sensed task, which the system monitors to gain information and the supported task, which the system augments or aids. First, this chapter demonstrates and develops techniques in the retrospective modelling of a familiar low-intention interaction system, car courtesy lights. These techniques are then applied proactively in the design of a community public display, which is now deployed and in everyday use

    I feel so 1323 today: Capturing, Portraying, and Interpreting Well-being Online

    No full text
    Status updates on social networking sites are prolific. Literature in psychology suggests communicating personal status to oneself, and within a group, has benefits. We present different input (capture) and output (representations) of multi-dimensional wellbeing statuses, discuss quantitative and qualitative findings of an evaluation of the interfaces, and propose a course of work for future study of personal status interaction design, supporting understanding, reflection, and awareness of emotion

    2nd workshop on using video in computer science education

    No full text
    Despite a growing maturity of video technology over several decades, its adoption in higher education institutions (even in the context of teaching technical subjects in computer science) had been rather limited until recently. New obligations on supporting learning amidst social distancing measures, however, offer the opportunity to incorporate video more widely in computer science education, as well as of studying formally the effects of such a shift in pedagogical style.This workshop builds on the success of previous events by the organisers and aims to give a space to participants to reflect on their planned use of video in computer science education and discuss opportunities for cross-institutional research

    Expressing Well-Being Online: Towards Self-Reflection and Social Awareness

    No full text
    Medicine, psychology and quality of life literature all point to the importance of not just asking ‘how are you?’, but assessing and being aware of self and others’ well-being. Social networking has been shown to have a variety of uses and benefits, but does not currently offer explicit expression of a well-being state. We developed and deployed Healthii, a social networking tool to convey well-being using a set of pre-defined discrete categories. We sought to understand how communicating this in a lightweight fashion may be used and valued. Using a hybrid methodology, over five weeks ten participants used the tool on Facebook, Twitter, or on the desktop, and in group meetings discussed the affect and effect of the tool, before a final individual survey. The trial showed that participants used and valued status expression for its support to convey state, and for self-reflection and group awareness. We discuss these findings as well as future opportunities for awareness visualization and automatic data integration

    Applying mSpace interfaces to the Semantic Web - working paper

    No full text
    Ontologies can represent large, multidimensional spaces: classical music, research in computer science in the UK, health care for breast cancer are examples of rich domains. There have been no easy ways to represent meaningful slices through these multidimensional spaces to privilege the parts of the domain that are of interest to a given user. mSpace, an interaction model we describe here, is particularly suited to ontology-based interaction because it is designed to expose and support exploration of relations in a domain. In this paper we propose the formalism for this interaction model to support mapping this kind of user-determined interaction onto a high dimensional space represented by an ontology. The model provides semantic web designers with a means for rapidly prototyping and interrogating the data represented by an ontology. It also and provides a fast, effective UI alternative to keyword search and browsing for users to explore the domain space while maintaining domain context

    Physigrams: modelling physical device characteristics interaction

    No full text
    In industrial control rooms, in our living rooms, and in our pockets, thedevices that surround us combine physical controls with digital functionality. The use of a device, including its safety, usability and user experience, is a product of the conjoint behaviour of the physical and digital aspects of the device. However, this is often complex; there are multiple feedback pathways from the look, sound and feel of the physical controls themselves, to digital displays or the effect of computation on physical actuators such as a washing machine or nuclear power station. Physigrams allow us to focus on the first of these, the very direct interaction potential of the controls themselves, initially divorced from any further electronic or digital effects – that is studying the device 'unplugged'. This modelling uses a variant of state transition networks, but customized to deal with physical rather than logical actions. This physical level model can then be connected to underlying logical action models as are commonly found in formal user interface modelling. This chapter describes the multiple feedback loops between users and systems, highlighting the physical and digital channels and the different effects on the user. It then demonstrates physigrams using a small number of increasingly complex examples. The techniques developed are then applied to the control panel of a wind turbine. Finally, it discusses a number of the open problems in using this kind of framework. This will include practical issues such as level of detail and times when it feels natural to let some of the digital state 'bleed back' into aphysigram. It will also include theoretical issues, notably the problem of having a sufficiently rich semantic model to incorporate analogue input/output such as variable finger pressure. The latter connects back to earlier streams of work on status–event analysis.Alan Di

    Experience in Social Affective Applications: Methodologies and Case Study

    No full text
    New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application
    corecore