17,435 research outputs found

    Proposition d'un modèle de processus pour les affichages publics adaptatifs supportant la participation citoyenne

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    National audienceIn recent years, public displays have been studied as a way to foster citizen participation. However, their surroundings and users are prone to high variability, which makes it tedious to accommodate different contexts with an optimal participation experience. In this paper, we propose adaptive public displays as a lead for solution in tackling this issue. From a review of the motivators and barriers affecting citizen's interaction with public displays we defined a process model destined to serve as a guide for designers of such systems.Au cours des dernières années, les affichages publics ont été étudiés comme moyen d'encourager la participation citoyenne. Cependant, leur environnement et leurs utilisateurs sont sujets à une grande variabilité, ce qui rend fastidieuse l'adaptation à différents contextes en conservant une expérience de participation optimale. Dans cet article, nous proposons les affichages publics adaptatifs comme piste de solution à ce problème. A partir d'une revue des motivations et des barrières qui affectent l'interaction des citoyens avec les affichages publics, nous avons défini un modèle de processus destiné à servir de guide aux concepteurs de tels systèmes

    Interactions around a contextually embedded system

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    This paper discusses observations of visitor interactions around a museum installation, focusing on how physical setup and shape of two variants of the installation, a telescope-like viewer and a barrier-free screen, shaped visitor experiences and interactions around and with the system. The analysis investigates contextual embedding, and how the two system variants affected people's ability of sharing the experience and negotiating use

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and Conation

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2018 International Conference on Human Factors on Computing Systems on the ACM Digital Library at https://dx.doi.org/10.1145/3279778.3279789Prior research has shown that large interactive displays de- ployed in public spaces are often underutilized, or even un- noticed, phenomena connected to ‘interaction’ and ‘display blindness’, respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different ani- mation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation – the first we are aware of – found that “conceptual” visuals designed to evoke indirect conation were also useful in attracting people’s attention.Natural Sciences and Engineering Research Council of Canad

    Subtle and Personal Workspace Requirements for Visual Search Tasks on Public Displays

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2017 International Conference on Human Factors in Computing Systems on the ACM Digital Library http://dx.doi.org/10.1145/3025453.3025500We explore how users approach and define personal space on large, public displays. Our results show that users of public displays use one of two strategies for visual search tasks: minimizers create a small window and work up close to the display, and maximizers expand content to its full resolution and work at a distance. We show that these interaction styles match predicted `personal' and `subtle' interaction zones, characterize typical width and height requirements for these interactions, and show that these requirements are independent of the on-screen content's dimensions. Finally, we suggest practical guidelines for defining workspaces during personal and subtle interaction on large, public displays

    CGAMES'2009

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    The urban screen as a socialising platform: exploring the role of place within the urban space

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    In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of social interactions and shared encounters. An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected locations with low, medium and high pedestrian flows in the heritage City of Bath, UK. The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment. Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues. The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work

    Affordances, constraints and information flows as ‘leverage points’ in design for sustainable behaviour

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    Copyright @ 2012 Social Science Electronic PublishingTwo of Donella Meadows' 'leverage points' for intervening in systems (1999) seem particularly pertinent to design for sustainable behaviour, in the sense that designers may have the scope to implement them in (re-)designing everyday products and services. The 'rules of the system' -- interpreted here to refer to affordances and constraints -- and the structure of information flows both offer a range of opportunities for design interventions to in fluence behaviour change, and in this paper, some of the implications and possibilities are discussed with reference to parallel concepts from within design, HCI and relevant areas of psychology
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