60 research outputs found
Interactive 3D Viewer Interfaces for Virtual Museum Artefacts
This paper accompanies an Interactions Gallery exhibit of interfaces to 3D artefacts at the 2022 BCS Human-Computer Interaction (HCI) Conference. The exhibit introduces cuneiform, humankind's earliest writing, showing visitors how the cuneiform script evolved over millennia and how web-based 3D viewer interfaces for cuneiform artefacts have evolved much more recently from a progenitor originally demonstrated five years ago at the 2017 BCS HCI Conference Interactions Gallery. Visitors to the exhibit will also see how the 3D viewer interface has been adapted for different purposes and how it continues to evolve in functionality
The haptic iPod: passive learning of multi-limb rhythm skills
Recent experiments showed that the use of haptic vibrotactile devices can support the learning of multi-limb rhythms [Holland et al., 2010]. These experiments centred on a tool called the Haptic Drum Kit, which uses vibrotactiles attached to wrists and ankles, together with a computer system that controls them, and a midi drum kit. The system uses haptic signals in real time, relying on human entrainment mechanisms [Clayton, Sager and Will, 2004] rather than stimulus response, to support the user in playing multi-limbed rhythms. In the present paper, we give a preliminary report on a new experiment, that aims to examine whether passive learning of multi-limb rhythms can occur through the silent playback of rhythmic stimuli via haptics when the subject is focusing on other tasks. The prototype system used for this new experiment is referred to as the Haptic iPod.Paper presented at the Workshop: When Words Fail: What can Music Interaction tell us about HCI? at BCS HCI Conference 2011, Newcastle, U
Investigating affordances of virtual worlds for real world B2C e-commerce
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumersâ expectations and (3) to facilitate learning between consumers
A frame signature matrix for analysing and comparing interaction design behaviour
Protocol studies are an established method to investigate design behaviour. In the context of a project to investigate novice interaction design (ID) behaviour across protocols and cultures, we found that existing design behaviour analysis frameworks did not provide reliable results. This paper describes the development of a new approach to analyse and compare ID behaviour using verbal protocols. We augment Schönâs basic design and reflection cycle with construction of a frame signature matrix and analogical categorisation coding. We demonstrate this approach by comparing two protocols of novice interaction designers in Botswana. The initial findings indicate that this approach increases consistency and accuracy of coding, and that there are different degrees of reframing for the design problem and solutions
Acting Out the Future: A Process for Envisionment
It is difficult to design innovative information and communication technologies to meet needs that will emerge from future interactions between users, technologies and their situations of use. We have been using scenarios that are acted out as a way of envisioning the future. This paper describes some of the core dilemmas of innovative design. It draws on our existing work as well as ideas from a range of disciplines to present a âlightâ but useful envisionment process that may be applied to commercial design problems
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Considerations in Representation Selection for Problem Solving: A Review
Choosing how to represent knowledge effectively is a long-standing open problem. Cognitive science has shed light on the taxonomisation of representational systems from the perspective of cognitive processes, but a similar analysis is absent from the perspective of problem solving, where the representations are employed. In this paper we review how representation choices are made for solving problems in the context of theorem proving from three perspectives: cognition, heterogeneity, and computational demands. We contrast the different factors that are most important for each perspective in the context of problem solving to produce a list of considerations for developers of problem solving tools regarding representations that are appropriate for particular users and effective for specific problem domains
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"It feels like I'm managing myself": HIV+ people tracking their personal health information
Nearly 37 million people live with HIV globally and recent advances in medicine have transformed HIV to a chronic disease, if managed. Previous research in Personal Health Informatics has investigated how people self-manage other chronic conditions, such as diabetes, by tracking and reflecting on their health information but there is little knowledge of how people do so for complex and socially stigmatized diseases like HIV. A better understanding of their specialized needs could lead to the development of more appropriate tools to self-manage their condition. Our paper introduces an iterative process model of Personal Health Informatics. We then describe the results of an empirical study involving HIV+ adults aimed at understanding their issues, concerns and actions in each of the stages of this process model. We provide implications for the design of personal informatics tools and open research directions that can lead to better self-management for people living with HIV
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