6,441 research outputs found

    An overview of a decade of journal publications about Culture and Human-Computer Interaction (HCI)

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    In this paper, we analyze the concept of human-computer interaction in cultural and national contexts. Building and extending upon the framework for understanding research in usability and culture by Honold [3], we give an overview of publications in culture and HCI between 1998 and 2008, with a narrow focus on high-level journal publications only. The purpose is to review current practice in how cultural HCI issues are studied, and to analyse problems with the measures and interpretation of this studies. We find that Hofstede’s cultural dimensions has been the dominating model of culture, participants have been picked because they could speak English, and most studies have been large scale quantitative studies. In order to balance this situation, we recommend that more researchers and practitioners do qualitative, empirical work studies

    Characterizing HCI Research in China: Streams, Methodologies and Future Directions

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    This position paper takes the first step to attempt to present the initial characterization of HCI research in China. We discuss the current streams and methodologies of Chinese HCI research based on two well-known HCI theories: Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with a survey of Chinese publications at CHI 2019, which shows HCI research in China has less attention to Macro-HCI topics and the third paradigms of HCI (Phenomenologically situated Interaction). We then propose future HCI research directions such as paying more attention to Macro-HCI topics and third paradigm of HCI, combining research methodologies from multiple HCI paradigms, including emergent users who have less access to technology, and addressing the cultural dimensions in order to provide better technical solutions and support

    Educational Technology: The influence of theory

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    In this paper we explore the role of theories in current practice in educational technology. We review a range of writings from the past 30 years on the nature of learning technology research. We discuss influences on learning technologies from the related fields of Artificial Intelligence in Education (AIED) and Human-Computer Interaction (HCI). We identify two groups of theories which have been used. The first group are related to principled decisions about the design of learning materials. The second group influence the ways in which we frame our research on learning. Research in learning technologies in the future will need to draw on both groups of theories. In this paper, we draw on our own experiences as educational technologists and the purpose of the paper is to encourage other educational technologists to join with us in reflecting on their own use of theories

    Human-computer interaction for development (HCI4D):the Southern African landscape

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    Human-Computer interaction for development (HCI4D) research aims to maximise the usability of interfaces for interacting with technologies designed specifically for under-served, under-resourced, and under-represented populations. In this paper we provide a snapshot of the Southern African HCI4D research against the background of the global HCI4D research landscape.We commenced with a systematic literature review of HCI4D (2010-2017) then surveyed Southern African researchers working in the area. The contribution is to highlight the context- specific themes and challenges that emerged from our investigation

    Disciplinary identity of game scholars: an outline

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    There has been academic research work directed at games and play for decades, but the field has been somewhat scattered, and around the turn of the millennium the idea of establishing a new discipline, dedicated to the study of games in their own right gained prominence. The conference, journal and other publication activity in games research has expanded during the last decade, but it remains unclear how many contemporary academics working on games could be seen to represent a unified group, sharing a common disciplinary identity. This paper reports the first results from an international survey (valid n = 544), carried out among the DiGRA mailing list subscribers, as well as among the members of ECREA and ICA games research groups, aimed at probing the background education, orientation and academic practices of games researchers. The findings highlight the great diversity of educational backgrounds and of the current self-identified research fields, but also the dynamic interdisciplinary changes from one field to another, and how strong the identification as a “digital games researcher” is among the survey respondents

    Gen X and Digital Games: Looking back to look forward

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    Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generation’s gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players

    Beyond representations: towards an action-centric perspective on tangible interaction

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    In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action

    Usable cryptocurrency systems

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    Since the introduction of Bitcoin in 2008 cryptocurrency and blockchain technology have drawn increasing attention from research and industry alike. The probably most visible evidence of the growing adoption of cryptocurrencies is the combined market capitalization which had reached over USD 2.9 trillion in November 2021. While the market capitalization remains subject to high volatility and has fallen since, the field has been growing steadily behind the scenes. Developer activity has been growing over the last decade and multiple projects which had been started to improve over the original design have reached maturity in recent years. However, the introduction of new technologies is often accompanied by the emergence of equally new design challenges. Despite the technological progress over the past years, cryptocurrencies have earned a reputation of being hard to get started with and overall difficult to use. But what exactly are the aspects that make them difficult to use? How do users manage their cryptocurrency in practice? Which challenges do they need to overcome? And how can Human-Computer Interaction help overcome these challenges? In several studies, this dissertation addresses these questions and explores them through three different approaches: (1) Cryptocurrency in Human-Computer Interaction: By systematically reviewing published Human-Computer Interaction research since the inception of Bitcoin, we organize the existing research effort and juxtapose it with the changing landscape of emerging technologies from practice to identify avenues for future research. Our results show that existing research has overwhelmingly focused on Bitcoin and Ethereum, while not addressing novel cryptocurrencies. (2) Understanding User Behavior: By exploring user behavior through multiple lenses we shed light on real-world practices of users and the challenges they face. We explore security and privacy practices through a qualitative interview study and triangulate the results in a delphi-study with 25 experts. We conducted an interview study to understand a particularly relevant point for the adoption of cryptocurrency – we investigate challenges first-time users face. Our results show that many usability issues are not rooted in the technical aspects of blockchain technology and can be addressed through Human-Computer Interaction research. (3) Improving Application Usability: By evaluating different approaches on how to aid the development of cryptocurrency applications we translate the findings of our empirical work into artifacts and put them to the test. Our results show that onboarding in mobile apps can improve perceived usability for first-time users under the right conditions, that Bitcoin Lightning can serve as a usable settlement layer for everyday transactions, that education can support the next generation of developers in building more useful applications, and that systems for rapid interface prototyping may speed up development efforts. Collectively, the contribution of this dissertation centers around the ongoing discussion on how to build usable cryptocurrency systems. More precisely, this dissertation contributes (a) empirical studies that show how users manage their cryptocurrency in practice and which challenges they face in doing so and (b) constructive approaches attempting to support the development of cryptocurrency systems in the future. The work concludes by reflecting on the future role of Human-Computer Interaction research in the cryptocurrency and blockchain space

    User experience in cross-cultural contexts

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    This dissertation discusses how interdisciplinary UX teams can consider culturally sensitive design elements during the UX design process. It contributes a state-of-the-art meta review on UX evaluation methods, two software tool artifacts for cross-functional UX teams, and empirical insights in the differing usage behaviors of a website plug-in of French, German and Italian users, website design preferences of Vietnamese and German users, as well as learnings from a field trip that focused on studying privacy and personalization in Mumbai, India. Finally, based on these empirical insights, this work introduces the concept culturally sensitive design that goes beyond traditional cross-cultural design considerations in HCI that do not compare different approaches to consider culturally sensitive product aspects in user research
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