1,142 research outputs found

    Negotiating Presence in Absence:Contact, Context and Content

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    Converged Mobile Media: Evaluation of an Interactive User Experience

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    The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis

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    The field of human-computer interaction (HCI) is maturing. Systematic reviews, a staple of many disciplines, play an important and often essential role in how each field contributes to human knowledge. On this prospect, we argue that our meta-level approach to research within HCI needs a revolution. First, we echo previous calls for greater rigour in primary research reporting with a view towards supporting knowledge synthesis in secondary research. Second, we must decide as a community how to carry out systematic review work in light of the many ways that knowledge is produced within HCI (rigour in secondary research methods and epistemological inclusivity). In short, our manifesto is this: we need to develop and make space for an inclusive but rigorous set of standards that supports systematic review work in HCI, through careful consideration of both primary and secondary research methods, expectations, and infrastructure. We call for any and all fellow systematic review-lutionaries to join us.Comment: 11 page

    Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices

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    Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visu‐ alizations. This research investigates the use of co‐located collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or Non‐Shared) and how being placed at various position arrangements (Corner‐to‐Corner, Face‐to‐Face, and Side‐by‐Side) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 partici‐ pants divided into 6 groups (2 modes×3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the Side‐by‐Side position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them

    Technologies for Social Justice: Lessons from Sex Workers on the Front Lines

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    This paper provides analysis and insight from a collaborative process with a Canadian sex worker rights organization called Stella, l'amie de Maimie, where we reflect on the use of and potential for digital technologies in service delivery. We analyze the Bad Client and Aggressor List - a reporting tool co-produced by sex workers in the community and Stella staff to reduce violence against sex workers. We analyze its current and potential future formats as an artefact for communication, in a context of sex work criminalization and the exclusion of sex workers from traditional routes for reporting violence and accessing governmental systems for justice. This paper addresses a novel aspect of HCI research that relates to digital technologies and social justice. Reflecting on the Bad Client and Aggressor List, we discuss how technologies can interact with justice-oriented service delivery and develop three implications for design

    A framework for reasoning about the human in the loop

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    Many secure systems rely on a \u27human in the loop\u27 to perform security-critical functions. However, humans often fail in their security roles. Whenever possible, secure system designers should find ways of keeping humans out of the loop. However, there are some tasks for which feasible or cost effective alternatives to humans are not available. In these cases secure system designers should engineer their systems to support the humans in the loop and maximize their chances of performing their security-critical functions successfully. This paper proposes a framework for reasoning about the human in the loop that provides a systematic approach to identifying potential causes for human failure. This framework can be used by system designers to identify problem areas before a system is built and proactively address deficiencies. System operators can also use this framework to analyze the root cause of security failures that have been attributed to \u27human error.\u27 Examples are provided to illustrate the applicability of this framework to a variety of secure systems design problems, including anti-phishing warnings and password policies

    Supporting Eyes-Free Human–Computer Interaction with Vibrotactile Haptification

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    The sense of touch is a crucial sense when using our hands in complex tasks. Some tasks we learn to do even without sight by just using the sense of touch in our fingers and hands. Modern touchscreen devices, however, have lost some of that tactile feeling while removing physical controls from the interaction. Touch is also a sense that is underutilized in interactions with technology and could provide new ways of interaction to support users. While users are using information technology in certain situations, they cannot visually and mentally focus completely during the interaction. Humans can utilize their sense of touch more comprehensively in interactions and learn to understand tactile information while interacting with information technology. This thesis introduces a set of experiments that evaluate human capabilities to understand and notice tactile information provided by current actuator technology and further introduces a couple of examples of haptic user interfaces (HUIs) to use under eyes-free use scenarios. These experiments evaluate the benefits of such interfaces for users and concludes with some guidelines and methods for how to create this kind of user interfaces. The experiments in this thesis can be divided into three groups. In the first group, with the first two experiments, the detection of vibrotactile stimuli and interpretation of the abstract meaning of vibrotactile feedback was evaluated. Experiments in the second group evaluated how to design rhythmic vibrotactile tactons to be basic vibrotactile primitives for HUIs. The last group of two experiments evaluated how these HUIs benefit the users in the distracted and eyes-free interaction scenarios. The primary aim for this series of experiments was to evaluate if utilizing the current level of actuation technology could be used more comprehensively than in current-day solutions with simple haptic alerts and notifications. Thus, to find out if the comprehensive use of vibrotactile feedback in interactions would provide additional benefits for the users, compared to the current level of haptic interaction methods and nonhaptic interaction methods. The main finding of this research is that while using more comprehensive HUIs in eyes-free distracted-use scenarios, such as while driving a car, the user’s main task, driving, is performed better. Furthermore, users liked the comprehensively haptified user interfaces

    Responsible Innovation of Touchless Haptics: A Prospective Design Exploration in Social Interaction

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    The rapid development of touchless systems has introduced many innovations in social interaction scenarios in recent years. People now can interact with touchless systems in social applications that are aimed to be used in everyday situations in the future. This accelerated development makes us ask, what will the next generation of touchless systems be like? How can we responsibly develop new touchless technologies in the future? To answer the first question, we brought together 20 experts to ideate, speculate, and evaluate possible touchless applications for social interactions. A total of 48 ideas were generated from two consecutive workshops. Then, to answer the second question, we critically analyzed those ideas through a thematic analysis using a responsible innovation (RI) framework, and identified key ethical considerations to guide developers, practitioners when designing future touchless systems. We argue that the social scenarios described, and the RI framework proposed in this paper are a useful starting point for responsibly designing the next generation of touchless systems

    Harvesting the Interactive Potential of Digital Displays in Public Space: The Poetics of Public Interaction

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    A digital public display is a platform of media architecture that can either take the form of a large-size stand-alone screen, which relies on LED, LCD or plasma technology, or else a video projection that illuminate the façades of buildings in dark settings. Like nondigital advertising billboards since the nineteenth-century, digital public displays typically tend to be used to deliver commercial content, publicize news and offer context-relevant information in accordance with the elementary one-way transmission model of communication. As a result, until recently, most public media displays remained non-interactive. But now that computational systems can support digitally-mediated interactions on this platform, interactive screen technology is becoming an increasingly common component of new urban digital infrastructures in semi-public and public space. This doctoral research examines how the interactive potential of digital public displays might be unleashed at the scale of the built environment if designers were to focus on their public vocation and their social affordances. In the past decade, display-based systems have mostly been studied, designed and produced top-down style by experts. However, some researchers have called for new methodologies that could help effectively bridge the gap between the top-down prescriptive design approaches and the bottom-up appropriative digital practices that shape the in situ usages of this urban technology. This doctoral work strives to take up this challenge by demonstrating that multisited design is an approach that can be used to shape the conception and function of interactive digital public displays in the context of urban infrastructural planning. An interpretive outcome of participant observation, this dissertation also reports on field observations made over two years, presented as a narrative punctuated with micro-analyses on design research. This further contributes to the literature by, first, implicitly suggesting throughout that the concept of real time public interaction can provide an abstraction that facilitates thinking about the design of interactive digital public displays; second, presenting thick descriptions that evoke four new possible purposes for this platform; and third, developing the concept of social affordances tailored to public space

    Formulating the design rationale of visual representation

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    8pWhen designing a representation, a designer implicitly formulates a method required to understand and use the representation effectively. This paper aims at making the method explicit, in order to help designers elicit their design choices. In particular, we present a set of concepts to systematically analyze what a user must theoretically do visually to find information. The analysis consists in a decomposition of the activity of scanning into elementary visualization operations. We show how the analysis applies on various existing representation, and how expected benefits can be expressed in terms of elementary operations. The decomposition highlights the challenges encountered by a user when figuring out a representation, and helps designer to exhibit possible flaws in their design.The set of elementary operations form the basis of a shared, common language for representation designers
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