199 research outputs found

    Deconstructivist Interaction Design: Interrogating Expression and Form

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    In this paper, we propose deconstructivist interaction design in order to facilitate the differentiation of an expressional vo- cabulary in interaction design. Based on examples that illus- trate how interaction design critically explores (i.e., decon- structs) its own expressional repertoire, we argue that there are commonalities with deconstructivist phases in related de- sign disciplines to learn from. Therefore, we draw on the role and characteristics of deconstructivism in the history of archi- tecture, graphic design, and fashion. Afterwards, we reflect on how interaction design is already a means of deconstruc- tion (e.g., in critical design). Finally, we discuss the potential of deconstructivism for form-giving practices, resulting in a proposal to extend interaction design’s expressional vocabu- lary of giving form to computational material by substantiat- ing a deconstructivist perspective.

    "Touch me": workshop on tactile user experience evaluation methods

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    In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX -- without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation

    Evaluating First Experiences with an Educational Computer Game: A multi-Method Approach

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    This paper presents our evaluation approach for a specific case study, namely the evaluation of an early prototype of an educational game with children aged between 12 and 14 years. The main goal of this initial evaluation study was to explore children’s first impressions and experiences of the game on the one hand and to assess the students’ ideas and wishes for the further development of the game on the other hand. The main challenge for the evaluation activities was the selection of the appropriate methodological approach, taking into account children as a special user group. We opted for a combination of different, mainly qualitative and explorative methods that were reported beneficial for work with children in the human-computer interaction (HCI) field. By presenting our multi-method approach, in particular the different steps and procedure within our study, other researchers can get inspirations for follow up activities when evaluating games with children as well as benefit from our experiences in exploring more collaborative methods and methodological combinations

    Gaze Analysis in Mobile Pedestrians Navigation: Socio-Cultural Aspects and Wayfinding

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    Gaze Analysis in Mobile Pedestrians Navigation: Socio-Cultural Aspects and Wayfinding

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    Critical Ways of Making: Design Artefacts, De-Computation and Un-Crafting

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    This workshop intends to elaborate on new and emerging crit- ical approaches that aim to question the nature of contempo- rary computational artefacts. By interrogating interactive sys- tems from a perspective that is focussed on the arrangement of their constituent parts and the relations between them, we seek to challenge the constructive paradigms that might have led to those configurations. In particular, with this workshop we will introduce and further explore De-Computation as a methodology, and Un-Crafting as a method, both targeting a critical examination of contemporary computational arte- facts and the interaction paradigms they follow. Both De- Computation and Un-Crafting approach and explore possi- ble computational futures by critically examining the present. The workshop will include collaborative hands-on activities with reflection in practice and discussions around the topic. We are inviting interdisciplinary viewpoints that will enable us to further ground De-Computation and Un-Crafting in a diverse set of contexts

    Systematic analysis of video data from different human-robot interaction studies: A categorisation of social signals during error situations

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    Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies

    User-centred design and evaluation of a tele-operated echocardiography robot

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    We present the collected findings of a user-centred approach for developing a tele-operated robot for remote echocardiography examinations. During the three-year development of the robot, we involved users in all development stages of the robot, to increase the usability of the system for the doctors. For requirement compilation, we conducted a literature review, observed two traditional examinations, arranged focus groups with doctors and patients, and conducted two online surveys. During the development of the robot, we regularly involved doctors in usability tests to receive feedback from them on the user interface for the robot and on the robot’s hardware. For evaluation of the robot, we conducted two eye tracking studies. In the first study, doctors executed a traditional echocardiography examination. In the second study, the doctors conducted a remote examination with our robot. The results of the studies show that all doctors were able to successfully complete a correct ultrasonography examination with the tele-operated robot. In comparison to a traditional examination, the doctors on average only need a short amount of additional time to successfully examine a patient when using our remote echocardiography robot. The results also show that the doctors fixate considerably more often, but with shorter fixation times, on the USG screen in the traditional examination compared to the remote examination. We found further that some of the user-centred design methods we applied had to be adjusted to the clinical context and the hectic schedule of the doctors. Overall, our experience and results suggest that the usage of user-centred design methodology is well suited for developing medical robots and leads to a usable product that meets the end users’ needs

    Chatbots for social good

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    Chatbots are emerging as an increasingly important area for the HCI community, as they provide a novel means for users to interact with service providers. Due to their conversational character, chatbots are potentially effective tools for engaging with customers, and are often developed with commercial interests at the core. However, chatbots also represent opportunities for positive social impact. Chatbots can make needed services more accessible, available, and affordable. They can strengthen users' autonomy, competence, and (possibly counter-intuitively) social relatedness. In this SIG we address the possible social benefits of chatbots and conversational user interfaces. We will bring together the existing, but disparate, community of researchers and practitioners within the CHI community and broader fields who have an interest in chatbots. We aim to discuss the potential for chatbots to move beyond their assumed role as channels for commercial service providers, explore how they may be used for social good, and how the HCI community may contribute to realize this.acceptedVersio
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