47,242 research outputs found

    Designing Attention-Centric Notification Systems: Five HCI Challenges

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    Through an examination of the emerging domain of cognitive systems, with a focus on attention-centric cognitive systems used for notification, this document explores the human-computer interaction challenges that must be addressed for successful interface design. This document asserts that with compatible tools and methods, user notification requirements and interface usability can be abstracted, expressed, and compared with critical parameter ratings; that is, even novice designers can assess attention cost factors to determine target parameter levels for new system development. With a general understanding of the user tasks supported by the notification system, a designer can access the repository of design knowledge for appropriate information and interaction design techniques (e.g., use of color, audio features, animation, screen size, transition of states, etc), which have analytically and empirically derived ratings. Furthermore, usability evaluation methods, provided to designers as part of the integrated system, are adaptable to specific combinations of targeted parameter levels. User testing results can be conveniently added back into the design knowledge repository and compared to target parameter levels to determine design success and build reusable HCI knowledge. This approach is discussed in greater detail as we describe five HCI challenges relating to cognitive system development: (1) convenient access to basic research and guidelines, (2) requirements engineering methods for notification interfaces, (3) better and more usable predictive modeling for pre-attentive and dual-task interfaces, (4) standard empirical evaluation procedures for notification systems, and (5) conceptual frameworks for organizing reusable design and software components. This document also describes our initial work toward building infrastructure to overcome these five challenges, focused on notification system development. We described LINK-UP, a design environment grounded on years of theory and method development within HCI, providing a mechanism to integrate interdisciplinary expertise from the cognitive systems research community. Claims allow convenient access to basic research and guidelines, while modules parallel a lifecycle development iteration and provide a process for requirements engineering guided by this basic research. The activities carried out through LINK-UP provide access to and interaction with reusable design components organized based on our framework. We think that this approach may provide the scientific basis necessary for exciting interdisciplinary advancement through many fields of design, with notification systems serving as an initial model. A version of this document will appear as chapter 3 in the book Cognitive Systems: Human Cognitive Models in Systems Design edited by Chris Forsythe, Michael Bernard, and Timothy Goldsmith resulting from a workshop led by the editors in summer 2003. The authors are grateful for the input of the workshop organizers and conference attendees in the preparation of this document

    Designing technologies for intimate care in women

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    PhD ThesisDesigning for intimate care remains an underexplored area of Human-Computer Interaction (HCI): while technologies for health and wellbeing might be plentiful, technologies for intimate care are limited. Intimate care is associated with personal hygiene, bodily functions and bodily products, and is a lifetime practice that requires well-defined interventions – by the self, or supported by others. With a move to experience, HCI has explored and responded to some of the concepts of intimate care in recent research, by addressing taboo and life disruptions. However, a wider understanding and conceptualization of intimate care work is missing from the broader HCI discourse on health and wellbeing, as well as a distinct framework for negotiating the design of technologies of intimate care. Addressing this space is noteworthy, within a field that designs technologies to support, enhance, and improve human life (Kannabiran et al. 2011). It is possible that this is related to uncertainty regarding the challenges that technology might bring to intimate interactions, particularly the challenges faced in practices that encompass bodywork and proximity to hidden parts of the body, and the impact of troublesome topics upon wellbeing education. The aim of this research is to enquire into the integration of digital technologies and intimate care towards the development of technologies for engagement with intimate care practices in women. I seek to investigate a methodological approach with a focus on the woman to understand the challenges of designing for and with intimate care; explore the qualities of such woman-centered approach in practice. In this thesis I present three case studies that incorporate empirical methods and new designs that I developed throughout this programme of research. These include 1) ethnographic observations of women’s health physiotherapy within a clinic to understand the components of intimate care within a professional setting; 2) a design toolkit that explores e-textiles for teaching female pelvic fitness, delivered through a series of workshops in which discussions that blended humour and laughter made it entertaining and less embarrassing to ask questions and to express curiosity about intimate bodies; 3) Labella, a probe/intimate wearable for self-learning about hidden parts of the female body and a technology which encompasses embodied interaction, that aims to contribute to breaking down the taboo of looking at oneself to help reduce the barrier of selfcare. Furthermore, Labella aims to support knowledge of the other, while exploring perceptions of esteem and reliance towards practices of care within the body. These three case studies begin to explore and offer insights on how designing for intimate care is entwined in woman-centered approaches to design. ! iv! This thesis contributes to interaction design research and outlines a framework for designing technologies for and with intimate care in women. The research highlights how intimate care pervades personal and professional settings, and its significance throughout the lifecourse. Specifically, I contribute to an underexplored area of HCI, women’s health (outside maternal health) by focusing on a woman-centered methodological approach. In doing this, I explore this approach in practice through challenging existing practices of care within women’s health and by offering novel design concepts and devices, in which I explore humour in design as a method to support learning of sensitive topics and as a tool to diminish the taboo nature of the interactions. Lastly, I propose woman-centered design as a novel form of inquiry in design practice research

    Living with Drones, Robots, and Young Children: Informing Research through Design with Autoethnography

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    Supporting the study of child-drone interaction in domestic spaces is a difficult endeavour, but of value to the development of this robotic platform. This paper presents an autoethnographic study, serving as an exploratory first-person method to surface issues and opportunities in this design space. Autoethnography is increasingly popular in HCI, but to further support its application, I combine it with a Sociotechnical Systems (StS) perspective, informing the analysis and development of descriptive narratives with systems theory. This paper is based on a year-long documentation of the interaction between my family and a set of three land robots and one flying robot. I present work in the form of critical incidents and lessons learned, and a set of design opportunities for child-drone interaction to inform a research through design probe development. The combination between StS and autoethnography proved fruitful in understanding how drones may currently be brought or gifted into the home without fully considering the effects and implications of their use. Furthermore, I offer reflections on the use of autoethnography for other researchers when living and involving their family with their research material

    From the Ground Up: Designerly Knowledge in Human-Drone Interaction

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    There are flying robots out there — you may have seen and heard them, droning over your head. Drones have expanded our human capacities, lifting our sight to the skies, but not without generating intricate experiences. How are these machines being designed and researched? What design methods, approaches, and philosophies are relevant to the study of the development (or decline) of drones in society? In this thesis, I argue that we must re-frame how drones are studied, from the ground up, through a design stance. I invite you to take a journey with me, with changing lenses from the work of others to my own intimate relationship with this technology. My work relies on exploring the fringes of design research: understudied groups such as children, alternative design approaches such as soma design, and peripheral methods such as autoethnography.This thesis includes four articles discussing perspectives on designerly knowledge, composing a frame surrounding the notion that we may be missing out on some of the aspects of the wicked nature of human-drone interaction (HDI) design. The methods are poised on phenomenology and narratives, and supported by the assumption that any subject of study is a sociotechnical assemblage. Starting through a first-person perspective, I offer a contribution to the gap in research through a longitudinal autoethnographic study conducted with my children. The second paper comes in the form of a pictorial expressing a first-person experience during a design research workshop, and what that meant for my relationship with drones as a research material. The third paper leaps into a Research through Design project, challenging the solutionist drone and offering instead the first steps in a concept-driven design of the unlikely pairing of drones and breathing. The fourth paper returns to the pictorial form, suggesting a method for visual conversations between researchers through the tangible qualities of sketches and illustrations. Central to this thesis, is the argument for designerly approaches in HDI and championing the need for alternative forms of publication and research. To that end, I include two publications in the form of pictorials: a publication format relying on visual knowledge and with growing interest in the HCI community

    Interaction Design for Mixed-Focus Collaboration in Cross-Device Environments

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    The proliferation of interactive technologies has resulted in a multitude of form factors for computer devices, such as tablets and phones, and large tabletop and wall displays. Investigating how these devices may be used together as Cross-Device Environments (XDEs) to facilitate collaboration is an active area of research in Human Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). The research community has explored the role of personal and shared devices in supporting group work and has introduced a number of cross-device interaction techniques to enable interaction among devices in an XDE. However, there is little understanding of how the interface design of those techniques may change the way people conduct collaboration, which, in turn, could influence the outcome of the activity. This thesis studies the impact of cross-device interaction techniques on collaborative processes. In particular, I investigated how interface design of cross-device interaction techniques may impact communication and coordination during group work. First, I studied the impact of two specific cross-device interaction techniques on collaboration in an XDE comprised of tablets and a tabletop. The findings confirmed that the choice of interaction techniques mattered when it came to facilitating both independent and joint work periods during group work. The study contributes knowledge towards problematizing the impact of cross-device interaction techniques on collaboration in HCI research. This early work gave rise to deeper questions regarding coordination in cross-device transfer and leveraging that to support the flexibility of work periods in collaborative activities. Consequently, I explored a range of interface design choices that varied the degree of synchronicity in coordinating data transfer across two devices. Additionally, I studied the impact of those interface designs on collaborative processes. My findings resulted in design considerations as well as adapting a synchronicity framework to articulate the impact of cross-device transfer techniques on collaboration. While performing the two research projects, I identified a need for a tool to articulate the impact of specific user interface elements on collaboration. Through a series of case studies, I developed a visual framework that researchers can use as a formative and summative method to understand if a given interaction technique hinders or supports collaboration in the specific task context. I discuss the contributions of my work to the field of HCI, design implications beyond the environments studied, and future research directions to build on and extend my findings

    Into the Black Box: Designing for Transparency in Artificial Intelligence

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    Indiana University-Purdue University Indianapolis (IUPUI)The rapid infusion of artificial intelligence into everyday technologies means that consumers are likely to interact with intelligent systems that provide suggestions and recommendations on a daily basis in the very near future. While these technologies promise much, current issues in low transparency create high potential to confuse end-users, limiting the market viability of these technologies. While efforts are underway to make machine learning models more transparent, HCI currently lacks an understanding of how these model-generated explanations should best translate into the practicalities of system design. To address this gap, my research took a pragmatic approach to improving system transparency for end-users. Through a series of three studies, I investigated the need and value of transparency to end-users, and explored methods to improve system designs to accomplish greater transparency in intelligent systems offering recommendations. My research resulted in a summarized taxonomy that outlines a variety of motivations for why users ask questions of intelligent systems; useful for considering the type and category of information users might appreciate when interacting with AI-based recommendations. I also developed a categorization of explanation types, known as explanation vectors, that is organized into groups that correspond to user knowledge goals. Explanation vectors provide system designers options for delivering explanations of system processes beyond those of basic explainability. I developed a detailed user typology, which is a four-factor categorization of the predominant attitudes and opinion schemes of everyday users interacting with AI-based recommendations; useful to understand the range of user sentiment towards AI-based recommender features, and possibly useful for tailoring interface design by user type. Lastly, I developed and tested an evaluation method known as the System Transparency Evaluation Method (STEv), which allows for real-world systems and prototypes to be evaluated and improved through a low-cost query method. Results from this dissertation offer concrete direction to interaction designers as to how these results might manifest in the design of interfaces that are more transparent to end users. These studies provide a framework and methodology that is complementary to existing HCI evaluation methods, and lay the groundwork upon which other research into improving system transparency might build

    Designing technology to promote play between parents and their infant children

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    PhD ThesisParents’ interaction and engagement with young children is fundamental to their healthy development. Children whose parents interact and communicate more frequently exhibit greater school readiness, better language ability, higher grades, and the ability to make friends, guarding against negative outcomes across the lifespan, such as reduced employment prospects and lower mental health. While HCI research has recently begun to address important challenges in parent-child communication, these have focused predominantly on understanding how parents use technology while parenting. However, designing technologybased interventions to support communication practices in parenting young children is largely under-explored. The research presented in this thesis investigates how technology can promote positive interaction between parents and their infant children, specifically those younger than three years old. This time of childhood is fundamental to healthy development as children progressively construct their understanding and knowledge of the world through their coordination of physical interaction with objects and their sensory experiences during this time. Play is especially crucial in this regard, being the primary method of communication between parent and child. Using three case studies, the thesis describes how I worked collaboratively with play specialists and parents to gain a rich understanding of parents’ current play practices with their children, the challenges they face when seeking to engage with their children, and the barriers to this engagement; my approach to engaging parents in to a co-creative process to build an online resource to support their needs around play; and how the design of the technology builds on how parents currently play with their children, the frenetic nature of being a parent, and the need to leverage opportunities to play as they arise rather than pre-planned play experiences. This research makes four contributions. It argues for parent-infant play to be a potentially important and viable area of research in the nascent HCI literature on parenthood. It provides a rich and detailed account of how parents’ play with their children, highlighting novel uses of technology among numerous examples of communicative play. However, it also illustrates that many parents find it difficult to play with their children. Finally, it provides rich insights in to the complexities and challenges of conducting design research with parents of infant children and the importance of engaging organisations in such long-term design engagements

    Identifying and transforming sites of power in collaborative community-based research

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    For this dissertation, I analyzed collaboration practices and power structures within three community-based participatory research (CBPR) studies I conducted for my Ph.D. I ask: 1) How do dominant power structures, epistemologies, and narratives manifest in HCI research and praxis? 2) How can we structure research to support our community partners\u27 goals while resisting dominating and extractive practices in academic research? To respond to these questions, I conducted member checking interviews with my collaborators and a duoethnography with my dissertation advisor, Dr. Sheena Erete, about our experiences in the studies as a Black female professor and a white female graduate student. I grounded my findings in Black feminist thought by employing the intersectional analysis method developed by Erete, Rankin, and Thomas (2022). Through my intersectional analysis, I identified how systems of power and disciplinary norms influenced Dr. Erete\u27s and my decisions about how to structure our collaborations and organize our time and labor. These decisions impacted the distribution of benefit and harm within our collaborations. Systems of power also manifested in cultural narratives imbued within the studies; these narratives informed our methods and interactions with our collaborators and community members. I organize these findings into five saturated sites of power (a term developed by Collins, 2019) within CBPR. These are sites where intersecting systems of power acutely impact collaborators\u27 experiences and study outcomes. To support researchers in developing a non-extractive and mutually beneficial CBPR practice, I offer a set of reflexive prompts that address three themes: 1) evaluating researchers’ capacity for the work; 2) distributing resources through CBPR; and 3) using narratives as a reflexive tool. This dissertation contributes to critical human-computer interaction (HCI) literature and offers recommendations that researchers can use to intentionally co-design studies that mitigate harm and advance community-defined goals

    Re-Shape: A Method to Teach Data Ethics for Data Science Education

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    Data has become central to the technologies and services that human-computer interaction (HCI) designers make, and the ethical use of data in and through these technologies should be given critical attention throughout the design process. However, there is little research on ethics education in computer science that explicitly addresses data ethics. We present and analyze Re-Shape, a method to teach students about the ethical implications of data collection and use. Re-Shape, as part of an educational environment, builds upon the idea of cultivating care and allows students to collect, process, and visualizetheir physical movement data in ways that support critical reflection and coordinated classroom activities about data, data privacy, and human-centered systems for data science. We also use a case study of Re-Shape in an undergraduate computer science course to explore prospects and limitations of instructional designs and educational technology such as Re-Shape that leverage personal data to teach data ethics
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