12 research outputs found

    FRIDGE: exploring intuitive interaction styles for home information appliances

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    This paper describes FRIDGE, an experimental prototype of a simple home messaging appliance, which combines a graspable user interface and pen input. FRIDGE is designed to be used without explanation and to enable basic e-mail and announcement-board facilities between family members. We describe the concept, the rationale for its design, the interaction with the prototype system and early results from its evaluation

    Interaction design for home information applliances

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    This paper describes the design and evaluation of a prototypical information appliance for displaying and exchanging paper and electronic notes and pictures at home. This study addresses two research problems: how to provide minimal and relevant functionality to home users and to investigate novel interaction styles that rely on a combination of computer-vision based technology with commercial pen input devices in order to support easy and learnable interaction. Evaluation of the prototype application suggests that participants were quickly able to use the application and that they liked the idea of combining paper and electronic media

    KidReporter : a method for engaging children in making a newspaper to gather user requirements

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    We describe a design method, called the KidReporter method, for gathering user requirements from children. Two school classes participated in making a newspaper about a zoo, to gather requirements for the design process of an interactive educational game. The educational game was developed to educate children about animals while walking through a zoo. The KidReporter method's main strengths are that it combines many techniques for eliciting information from children, such as interviews, drawing and making pictures. We describe how the KidReporter method was applied, how the results informed the design and what we would do differently next tim

    Developing interaction styles to support informal communication at home

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    In this paper we describe FRlDGE, an experimental prototype of an informal home messaging appliance, that combines the use of paper and electronic media. It allows two-handed input, combining a graspable user interface and pen input. The paper describes the design rationale for the application and the findings of an early user test. The less experienced participants were less forgiving about some of the limitations of the technology than the participants with more computer experience. Overall, the findings show that participants were quickly able to use the application and that they liked the idea of combining paper and electronic media

    FRIDGE: exploring intuitive interaction styles for home information appliances

    No full text
    This paper describes FRIDGE, an experimental prototype of a simple home messaging appliance, which combines a graspable user interface and pen input. FRIDGE is designed to be used without explanation and to enable basic e-mail and announcement-board facilities between family members. We describe the concept, the rationale for its design, the interaction with the prototype system and early results from its evaluation

    Interaction design for home information appliances

    No full text

    AMELIO: evaluating the team-building potential of a mixed reality escape room game

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    The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carried out to establish whether playing AMELIO influences team cohesiveness. Ten teams of three played AMELIO and filled out pre- and post-game questionnaires with validated measurements of team cohesiveness and mediating factors related to team composition, game experience and team dynamics. The findings show a positive and significant increase in team cohesiveness, with stronger effects for teams with lower pre-game familiarity. In terms of game experience and team dynamics, audio aesthetics and empathy proved to be significant mediating factors. This AIDS game validation and improvement, and understanding and guiding the team building process
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