681 research outputs found

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

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    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    Using Auto-Ordering to Improve Object Transfer between Mobile Devices

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    People frequently form small groups in many social and professional situations: from conference attendees meeting at a coffee break, to siblings gathering at a family barbecue. These ad-hoc gatherings typically form into predictable geometries based on circles or circular arcs (called F-Formations). Because our lives are increasingly stored and represented by data on handheld devices, the desire to be able to share digital objects while in these groupings has increased. Using the relative position in these groups to facilitate file sharing could facilitate intuitive interfaces such as passing or flicking. However, there is no reliable, lightweight, ad-hoc technology for detecting and representing relative locations around a circle. In this thesis, we present three systems that can auto-order locations about a circle based on sensors standard on commodity smartphones. We tested two of these systems using an object passing task in a laboratory environment against unordered and proximity-based systems, and show that our techniques are faster, more accurate, and preferred by users

    Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces

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    Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkers’ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaborators’ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the device’sscreen; and overlaying them on collaborators’ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote person’s gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration

    Research for Design of Playful Mobile Services for Social Experiences between Nearby Strangers

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    Having positive interpersonal interactions is a fundamental human need and source of well-being. While fulfilling this need is usually associated with strong ties, research has shown that meaningful social experiences are not limited to those. This research explores the largely untapped social potential of nearby strangers and ways that mobile services can be designed to take advantage of these social opportunities. Play and playfulness appear to be particularly worthwhile ways to achieve this end: play is meaningful in itself (i.e., does not require an external goal) and takes place outside the context of real life. In addition, playful design tends to make digital services more engaging. This research focuses on playfulness as a design quality and explores the social implications of playful mobile services for nearby strangers. This doctoral thesis asks two research questions: What kind of social experiences emerge between nearby strangers from the use of playful mobile services? How can playful mobile services be designed to encourage social experiences between nearby strangers? The research contributes to the field of human-computer interaction and provides insights into mobile service design through six research articles. Two of the studies charted expected experiences with early-stage mobile application concepts for playful interaction between nearby strangers. One of these concepts was further developed into a fully functional mobile application, and a large-scale, in-the-wild study was arranged to explore the actual social experiences it generated. Two of the studies investigated social experiences between nearby strangers in the context of commercial mobile games. The sixth study explored the design space of playful interactions between nearby strangers through co-design workshops. The playful mobile services investigated in this research were found to induce various behaviors that resulted in social experiences between nearby strangers. Examples of such behaviors are the active exploration of the outside world, community building, communicating and collaborating with strangers, and interacting in crowds. I found that playful and social experiences such as competition, surprise, curiosity, inspiration, and benevolence motivated individuals to use these services

    Studies of Content-Mediated Interaction: Insights into Activities, Motivations and User Experience Design

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    The amount of user-generated digital content in social media has exploded during recent years. Currently, it is easy to capture and produce versatile personal content, for example, activity data that is recorded with devices, such as heart rate monitors or the preference data of the music you listen to. A plethora of services exists for content sharing. Sharing digital content, such as images, audio, and video allows people to express themselves, create new contacts, strengthen ties with existing contacts, and to collaborate with other people. Social activities through content can create a sense of belonging and being part of a community. Digital content mediates social interaction through online services. For example, a shared video tells someone the story of an event that they could not be physically present at, and then shared exercise data might inform others of an interesting cycle route for a specific type of exercise. The sharing of traditional, personal digital content such as photos and videos has been widely studied, but recently it has become increasingly common to produce different types of content collaboratively and various services enable social interaction around such content – not just the sharing of it. The guidance for designers on how to build services to enable users to engage in these interactions naturally is still limited. To design better services, we need a better understanding of user activities together with the shared content and the collaborative practices that they form. Thus, this work focuses on novel types of user-generated digital content as well as the related activities, motivations, and user experiences.This compound thesis contributes to the research field of human-computer interaction; more specifically, the user experience. The thesis contains findings from six user case studies, involving a total of 328 participants. Through the case studies, we identified the elements that contribute to the user experience of content-mediated interaction with various content types. The theoretical contribution of this work is the introduction of the concept of contentmediated interaction. This work identifies the different elements that affect content-mediated interaction, and builds a content-mediated interaction model. The work extends the knowledge of user activities and the related user experience with novel types of shared content and of the user’s motivation to participate in content-mediated interaction. As a practical outcome, the thesis presents design implications. The thesis first proposes that understanding content-mediated interaction helps to design better applications and services that support online social interaction. Second, this helps to evaluate and refine the existing services as well as understand the emerging new content types in the future. Understanding the underlying activities and motivations supports the creation of new interaction features, service concepts, and finally, identifying business prospects

    Understanding everyday experiences of reminiscence for people living with blindness: Practices, tensions and probing new design possibilities

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    There is growing attention in the HCI community on how technology could be designed to support experiences of reminiscence on past life experiences. Yet, this research has largely overlooked people living with blindness. I present a study that aims to understand everyday experiences of reminiscence for people living with blindness. I conducted a qualitative study with 9 participants living with blindness to understand their personal routines, wishes and desires, and challenges and tensions regarding the experience of reminiscence. Findings are interpreted to discuss new possibilities that offer starting points for future design initiatives and openings for collaboration aimed at creating technology to better support the practices of capturing, sharing, and reflecting on significant memories of the past

    Classification of Arbitrary Motion into a Canonical Basis

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    The Empatica E4 wristwatch utilizes four sensors to capture medical data from its user - an accelerometer, a plethysmograph, an electro-dermal activity sensor, and an infrared thermophile. Utilizing these sensors, the device can provide detection-based feedback for patients suffering from various ailments. However, each sensor is coupled with the other readings, so any raw data will have a degree of noise accompanying the actual signal. After detailing a conceptual and programming knowledge of various industry-standard data processing techniques, we follow the appropriate steps to take in order to clean up a noisy E4 data signal, starting with supervised basis signals and ending with unsupervised, random samples. We conclude with a discussion of how one can decompose arbitrary motions into a canonical basis for proper data analysis, providing insight based on our results

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups
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