15 research outputs found

    HCITools:strategies and best practices for designing, evaluating and sharing technical HCI toolkits

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    Over the years, toolkits have been designed to facilitate the rapid prototyping of novel designs for graphical user interfaces, physical computing, fabrication, tangible interfaces and ubiquitous computing. However, although evaluation methods for HCI are widely available, particular techniques and approaches to evaluate technical toolkit research are less well developed. Moreover, it is unclear what kind of contribution and impact technical toolkits can bring to the larger HCI community. In this workshop we aim to bring together leading researchers in the field to discuss challenges and opportunities to develop new methods and approaches to design, evaluate, disseminate and share toolkits. Furthermore, we will discuss the technical, methodological and enabling role of toolkits for HCI research

    Mobile Services for Vehicles

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    Enabling SmartWorkflows over heterogeneous ID-sensing technologies

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    Sensing technologies in mobile devices play a key role in reducing the gapbetween the physical and the digital world. The use of automatic identification capabilitiescan improve user participation in business processes where physical elements are involved(Smart Workflows). However, identifying all objects in the user surroundings does notautomatically translate into meaningful services to the user. This work introduces Parkour,an architecture that allows the development of services that match the goals of each ofthe participants in a smart workflow. Parkour is based on a pluggable architecture thatcan be extended to provide support for new tasks and technologies. In order to facilitatethe development of these plug-ins, tools that automate the development process are alsoprovided. Several Parkour-based systems have been developed in order to validate theapplicability of the proposal

    User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit

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    Machine learning offers great potential to developers and end users in the creative industries. For example, it can support new sensor-based interactions, procedural content generation and end-user product customisation. However, designing machine learning toolkits for adoption by creative developers is still a nascent effort. This work focuses on the application of user-centred design with creative end-user developers for informing the design of an interactive machine learning toolkit. We introduce a framework for user-centred design actions that we developed within the context of an EU innovation project, RAPID-MIX. We illustrate the application of the framework with two actions for lightweight formative evaluation of our toolkit—the JUCE Machine Learning Hackathon and the RAPID-MIX API workshop at eNTERFACE’17. We describe how we used these actions to uncover conceptual and technical limitations. We also discuss how these actions provided us with a better understanding of users, helped us to refine the scope of the design space, and informed improvements to the toolkit. We conclude with a reflection about the knowledge we obtained from applying user-centred design to creative technology, in the context of an innovation project in the creative industries

    Introducing the user to the service creation world: concepts for user centric service creation, personalization and notification

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    The “Web 2.0” feature that most permeates the nowadays web is “user-centricity”. Now users are not only consumers of items (software, information, etc.), but also creators of those items. This paper intends to push this paradigm further, targeting mashups of telco and web services in a unique service environment where personalised services will be dynamically created and provisioned by end-users themselves, regardless of ambiance and location. The paper explains how user-centricity can be applied to the service creation world and in general to the overall service lifecycle process. It also describes the platform being implemented in the OPUCE project that captures this philosophy and will be submitted to end-user validation. Whilst focusing on intuitive editors for end-users to compose services, additional hints are provided about personalization and notification approaches to improve user centricity

    Video annotation tools

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    This research deals with annotations in scholarly work. Annotations have been studied by many people. A significant amount of research has shown that instead of implementing domain specific annotation applications a better approach is to develop general purpose annotation toolkits that can be used to create domain specific applications. A video annotation toolkit along with toolkits for searching, retrieving, analyzing and presenting videos can help achieve the broader goal of creating integrated work spaces for scholarly work in humanities research similar to existing environments in such fields as mathematics, engineering, statistics, software development and bioinformatics. This research implements a video annotation toolkit and evaluates it by looking at its usefulness in creating applications for different areas. It was found that many areas of study in the arts and sciences can benefit from a video annotation application tailored to their specific needs and that an annotation toolkit can significantly reduce the time for developing such applications. The toolkit was engineered through successive refinements of prototype applications developed for different application areas. The toolkit design was also guided by a set of features identified by the research community for an ideal general purpose annotation toolkit. This research contributes by combining these two different approaches to toolkit design and construction into a hybrid approach. This approach could be useful for similar or related efforts

    Managing Visibility and Validity of Distress Calls with an Ad-Hoc SOS System

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    The availability of ICT services can be severely disrupted in the aftermath of disasters. Ad-hoc assemblages of communication technology have the potential to bridge such breakdowns. This article investigates the use of an ad-hoc system for sending SOS signals in a large-scale exercise that simulated a terrorist attack. In this context, we found that the sensitivity that was introduced by the adversarial nature of the situation posed unexpected challenges for our approach, as giving away one's location in the immediate danger of a terrorist attack became an issue both for first responders and the affected people in the area. We show how practices of calling for help and reacting to help calls can be affected by such a system and affect the management of the visibility and validity of SOS calls, implying a need for further negotiation in situations where communication is sensitive and technically restrained

    Food Media: Food and Technology as a Medium for Social Communication

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