3 research outputs found
Feeling the Temperature of the Room: Unobtrusive Thermal Display of Engagement during Group Communication
Thermal signals have been explored in HCI for emotion-elicitation and
enhancing two-person communication, showing that temperature invokes social and
emotional signals in individuals. Yet, extending these findings to group
communication is missing. We investigated how thermal signals can be used to
communicate group affective states in a hybrid meeting scenario to help people
feel connected over a distance. We conducted a lab study (N=20 participants)
and explored wrist-worn thermal feedback to communicate audience emotions. Our
results show that thermal feedback is an effective method of conveying audience
engagement without increasing workload and can help a presenter feel more in
tune with the audience. We outline design implications for real-world wearable
social thermal feedback systems for both virtual and in-person communication
that support group affect communication and social connectedness. Thermal
feedback has the potential to connect people across distances and facilitate
more effective and dynamic communication in multiple contexts.Comment: In IMWUT 202
Low‐dimensional embeddings for interaction design
Physical interactions with the real world have many degrees of freedom, which has led to the development of novel input devices with a multitude of sensors to capture increasingly high‐dimensional data. This high dimensionality makes the design of interactive systems more complex. Herein, the use of autoencoder‐based dimensionality reduction is explored to simplify the design process. For this purpose, a data glove equipped with accelerometers is used to record high‐dimensional hand movement data that are thereafter reduced to 2D embeddings using autoencoders. The exploration and evaluation of the resulting embeddings suggest that autoencoders can be used to create meaningful low‐dimensional representations of complex human movement. The characteristics generality, variability, connectivity, and distinguishability are established and a guideline is provided for assessing low‐dimensional embeddings. Referring to these characteristics, system engineers can evaluate different input modalities and gestures for their specific interaction task. Further, a framework is outlined for designing and evaluating gesture interaction in the low‐dimensional space. By demonstrating the exemplary design of the interaction with a virtual lever, this research gives system engineers a template for interaction design in the low‐dimensional space
Quantifying Meaningful Interaction: Developing the Eudaimonic Technology Experience Scale
Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies—the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verified its quality in a number of tests (confirmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes