256 research outputs found

    A Suburban Communications Network: Recurrence of Use, Growth of Participation, and the Challenges of Sustainability

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    This paper presents findings from a longitudinal research project exploring the use of a local digital community noticeboard and the mechanisms that have worked to grow and sustain community participation in this communications network. The lessons learnt from this research include the importance of providing clear indication to community members that communications are being seen by the community, maintaining visibility of high interest community- building communications, and involving community organisers. In discussion of our research, we suggest that future design supports visibility of long-term communications, and provides an accessible place to make communications public (with less emphasis on linking individual identities)

    Co-Creating Futures of Care with Older Adults

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    Designing for care futures in older adulthood often begins and ends with techno-solutions for use in formal care systems, while older adults and their informal care networks are often excluded contributing their own visions for care and the future. In this workshop, we will explore how we can better design not only for but with care in older adulthood, applying the PDC 2022 'Senti-Pensar' (thinking-feeling) lens, to ask 'how can we enact and represent design practice that is difficult to describe but is heartfelt and passionate?' We aim to challenge current narratives of care in HCI, embracing the diversity of experiences of older adults, and facilitating discussion around a future of care that values interdependency, relationality, and thinking-feeling in design. By considering multiple perspectives on care in older adulthood, we will speculate on the role of technologies within future ecosystems of care, where care is the concerted and organising principle.</p

    How HCI Design Influences Web Security Decisions

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    ABSTRACT Even though security protocols are designed to make computer communication secure, it is widely known that there is potential for security breakdowns at the humanmachine interface. This paper reports on a diary study conducted in order to investigate what people identify as security decisions that they make while using the web. The study aimed to uncover how security is perceived in the individual&apos;s context of use. From this data, themes were drawn, with a focus on addressing security goals such as confidentiality and authentication. This study is the first study investigating users&apos; web usage focusing on their self-documented perceptions of security and the security choices they made in their own environment

    Technology individuation: The foibles of augmented everyday objects

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    This paper presents the concept of technology individuation and explores its role in design. Individuation expresses how, over time, a technology becomes personal and intimate, unique in purpose, orchestrated in place, and how people eventually come to rely on it to sustain connection with others. We articulate this concept as a critical vantage point for designing augmented everyday objects and the Internet of Things. Individuation foregrounds aspects of habituation, routines and arrangements that through everyday practices reveal unique meaning, reflect self-identity and support agency. The concept is illustrated through three long term case studies of technology in use, involving tangible and embodied interaction with devices that afford communication, monitoring, and awareness in the home setting. The cases are analysed using Hornecker and Buur’s Tangible Interaction Framework. We further extend upon this framework to better reveal the role played by personal values, history of use, and arrangements, as they develop over time in the home setting, in shaping tangible and embodied interaction with individuated technologies

    Handle the way: Enhancing web accessibility for people with disability

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    The web has become the primary mechanism for information delivery. However, for people with an intellectual disability there can be significant barriers in accessing the web. This research aims to design a novel solution to help people with a disability, especially people who cannot type easily or correctly, to access the web independently. We propose to utilize Near Field Communication tokens to store and materialize website addresses into tangible handles for web access. Most importantly, we use tokens to store frequently used key words and serve as visual aids to enable query through combination of different search tokens. This solution has the potential to improve the quality of life yet is still relatively simple and affordable. Furthermore, together with other advanced technologies such as 3D printing for personalized tokens, it opens up the opportunities for co-design between people with disability and caregivers, customized services and collaborative support for diverse users via online volunteers

    A Framework for Information Accessibility in Large Video Repositories

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    International audienceOnline videos are a medium of choice for young adults to access or receive information, and recent work has highlighted that it is a particularly effective medium for adults with intellectual disability, by its visual nature. Reflecting on a case study presenting fieldwork observations of how adults with intellectual disability engage with videos on the Youtube platform, we propose a framework to define and evaluate the accessibility of such large video repositories, from an informational perspective. The proposed framework nuances the concept of information accessibility from that of the accessibility of information access interfaces themselves (generally catered for under web accessibility guidelines), or that of the documents (generally covered in general accessibility guidelines). It also includes a notion of search (or browsing) accessibility, which reflects the ability to reach the document containing the information. In the context of large information repositories, this concept goes beyond how the documents are organized into how automated processes (browsing or searching) can support users. In addition to the framework we also detail specifics of document accessibility for videos. The framework suggests a multi-dimensional approach to information accessibility evaluation which includes both cognitive and sensory aspects. This framework can serve as a basis for practitioners when designing video information repositories accessible to people with intellectual disability, and extends on the information presentation guidelines such as suggested by the WCAG. Publication rights licensed to ACM. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only

    Situational when: Designing for time across cultures

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    We propose the concept of “Situational When”, an approach to understanding time in interface design not as a point on a calendar or clock, but as a set of converging circumstances that constitute “the time” for happenings to take place. Time is encoded both explicitly and implicitly in designed products. However, many technologies propagate business-centric, modernist values such as scheduling and efficiency, and marginalize broader socio-cultural aspects on which many activities are nonetheless contingent, e.g. the right people, the right weather conditions, and the right vibe. We derive our reflections from a case study of a cross- cultural digital noticeboard designed with an Australian Aboriginal community. Attention to the situational when opens up new possibilities for design that put greater emphasis on the social and relational aspects of time, the situational insights embodied in local narratives, and the tangible (e.g. people) and intangible (e.g. energy) circumstances that together make up the “right” time

    MDF-Net for Abnormality Detection by Fusing X-Rays with Clinical Data

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    This study investigates the effects of including patients' clinical information on the performance of deep learning (DL) classifiers for disease location in chest X-ray images. Although current classifiers achieve high performance using chest X-ray images alone, our interviews with radiologists indicate that clinical data is highly informative and essential for interpreting images and making proper diagnoses. In this work, we propose a novel architecture consisting of two fusion methods that enable the model to simultaneously process patients' clinical data (structured data) and chest X-rays (image data). Since these data modalities are in different dimensional spaces, we propose a spatial arrangement strategy, spatialization, to facilitate the multimodal learning process in a Mask R-CNN model. We performed an extensive experimental evaluation using MIMIC-Eye, a dataset comprising modalities: MIMIC-CXR (chest X-ray images), MIMIC IV-ED (patients' clinical data), and REFLACX (annotations of disease locations in chest X-rays). Results show that incorporating patients' clinical data in a DL model together with the proposed fusion methods improves the disease localization in chest X-rays by 12\% in terms of Average Precision compared to a standard Mask R-CNN using only chest X-rays. Further ablation studies also emphasize the importance of multimodal DL architectures and the incorporation of patients' clinical data in disease localization. The architecture proposed in this work is publicly available to promote the scientific reproducibility of our study (https://github.com/ChihchengHsieh/multimodal-abnormalities-detection

    Giving a voice through design:adapting design methods to enhance the participation of people with communication difficulties

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    Many participatory design methods are heavily reliant on the presence of communication skills, with approaches often focusing on verbal or written outputs. For people with communication difficulties it can often be difficult to engage with such approaches. This workshop aims to bring together researchers, designers and practitioners to explore share both positive and challenging experiences of working with users with communication difficulties within participatory design. We will generate a description of a set of design methods which have been adapted and used with people communication difficulties, with a view to enhancing the knowledge and skills of workshop participants for the future

    Using videogames to improve molecular graphics tools

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    Well-designed videogames provide intuitive and engaging ways of understanding and interacting with highly complex systems. The aim of this study was to explore the use of videogames as a lens for the design of bioinformatics visualisation tools, with a particular focus on molecular graphics systems designed to explore 3D structures of proteins. We conducted a workshop bringing together experts in game design, molecular biology, data visualisation, and software development, to explore how videogame expertise could inform the design of the protein visualisation tool, Aquaria. Results of the workshop suggest that games could influence the design of tutorials for new users, the nature of the interaction within a 3D space, and act as a mechanism for engaging users in crowd- sourced tasks
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