7,995 research outputs found

    Using HCI to leverage communication technology

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    Uue of Mobile Technologies in the Developing Worl

    Tele-education Process Modelling supported by the ODP Enterprise Viewpoint Language

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    This paper reports on applying the ODP enterprise viewpoint in the domain of tele-education. The work is conducted as part of a research activity that aims at designing a tele-education system to support planning, execution and evaluation of dynamic distributed educational processes. We explore the ODP enterprise viewpoint as a basis for communication and co-operation between educational scientists and ODP systems designers involved in the design process. Our application of the enterprise viewpoint involves four main steps. First, an educational language is proposed to describe educational processes in generic terms. Second, a set of appropriate enterprise language concepts is selected. Third, a relationship is established between the educational language and enterprise language concepts. Fourth, an educational process is modelled in terms of an entity-oriented model and a behaviour-oriented model. It is hoped that the experience gained in this exercise will provide useful feedback to both the educational and ODP communitie

    Exploring Participatory Design Methods to Engage with Arab Communities

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    ArabHCI is an initiative inaugurated in CHI17 SIG Meeting that brought together 45+ HCI Arab and non-Arab researchers/practitioners who are conducting/interested in HCI within Arab communities. The goal of this workshop is to start dialogs that leverage our "insider" understanding of HCI research in the Arab context and assert our culture identity in design in order to explore challenges and opportunities for future research. In this workshop, we focus on one of the themes that derived our community discussions in most of the held events. We explore the extent to which participatory approaches in the Arab context are culturally and methodologically challenged. Our goal is to bring researchers/practitioners with success and failure stories while designing with Arab communities to discuss methods, share experiences and learned lessons. We plan to share the results of our discussions and research agenda with the wider CHI community through different social and scholarly channels

    “No powers, man!”: A student perspective on designing university smart building interactions

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    Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    Fearsquare: hacking open crime data to critique, jam and subvert the 'aesthetic of danger'

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    We present a critical evaluation of a locative media application, Fearsquare, which provocatively invites users to engage with personally contextualized risk information drawn from the UK open data crime maps cross-referenced with geo-located user check-ins on Foursquare. Our analysis of user data and a corpus of #Fearsquare discourse on Twitter revealed three cogent appraisals ('Affect', 'Technical' and 'Critical') reflecting the salient associations and aesthetics that were made between different components of the application and interwoven issues of technology, risk, danger, emotion by users. We discuss how the varying strength and cogency of these public responses to Fearsquare call for a broader imagining and analysis of how risk and danger are interpreted; and conclude how our findings reveal important challenges for researchers and designers wishing to engage in projects that involve the computer-mediated communication of risk

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Survey and Systematization of Secure Device Pairing

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    Secure Device Pairing (SDP) schemes have been developed to facilitate secure communications among smart devices, both personal mobile devices and Internet of Things (IoT) devices. Comparison and assessment of SDP schemes is troublesome, because each scheme makes different assumptions about out-of-band channels and adversary models, and are driven by their particular use-cases. A conceptual model that facilitates meaningful comparison among SDP schemes is missing. We provide such a model. In this article, we survey and analyze a wide range of SDP schemes that are described in the literature, including a number that have been adopted as standards. A system model and consistent terminology for SDP schemes are built on the foundation of this survey, which are then used to classify existing SDP schemes into a taxonomy that, for the first time, enables their meaningful comparison and analysis.The existing SDP schemes are analyzed using this model, revealing common systemic security weaknesses among the surveyed SDP schemes that should become priority areas for future SDP research, such as improving the integration of privacy requirements into the design of SDP schemes. Our results allow SDP scheme designers to create schemes that are more easily comparable with one another, and to assist the prevention of persisting the weaknesses common to the current generation of SDP schemes.Comment: 34 pages, 5 figures, 3 tables, accepted at IEEE Communications Surveys & Tutorials 2017 (Volume: PP, Issue: 99

    A protocol study of novice interaction design behaviour in Botswana: solution-driven interaction design

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    Think aloud studies and protocol analysis are well-known in the field of HCI, but most often these studies focus on usability evaluations, or on the use of technology. Rarely are they used to investigate the behaviour of interaction designers. In this paper, we report on a protocol study with novice interaction designers in Botswana. Participants had just completed the design section of an undergraduate module on Interaction Design that actively promotes a problem-driven approach to the design of interactive products, yet the participants behaved in a way that is closer to a solution-driven approach. The module emphasizes user-centred design, prototyping methods to support design development, and evaluating design detail. Yet participants suggest solutions before exploring the context of use, use prototyping methods to capture, rather than to develop, designs, and do not produce detailed designs. In a problem-solving context, some of these behaviours are typical of novices, but in a design context they are also seen in experienced designers. The results presented here reveal the detail of the approach adopted by these students, and contribute to the wider debate concerning the internationalization of HCI education
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