131 research outputs found
Learning interaction patterns using diagrams varying in level and type of interactivity
An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learners’ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learners’ cognitive abilities and representational preferences
Worth and human values at the centre of designing situated digital public displays
The development and design of computational artefacts and their current widespread use in diverse
contexts needs to take into account end-users needs, likes/dislikes and broader societal issues including
human values. However, the fast pace of technological developments highlight that the process of
defining the computational artefacts not only needs to understand the user but also engineers and
designers’ creativity. Considering these issues, we have been exploring the adoption of the Worth-
Centred Design framework, proposed by Gilbert Cockton, to guide our development efforts regarding
situated digital public displays.
We will present our insights as a design team regarding the use of the WCD framework for the on-going
development of situated digital public displays. Furthermore, we will discuss our current efforts to extend
the adoption of the framework. Finally, future steps are presented, and will focus on enriching our
understanding concerning potential places for situated digital displays, stakeholders’ views, encouraging
open participation and co-creation
Presence management and bluetooth naming on situated displays
This paper describes a user study that investigated to what extent the display of Bluetooth presence and device
names on a public screen changes people usage of Bluetooth and alters social practices in a particular context.
In this work, the utilization of Bluetooth device naming extended beyond identity representation and introduced
the use of a simple interaction mechanism in which the system can recognize parts of the Bluetooth device name
as explicit instructions to trigger the generation of content from the web on a interactive public display. The
user study, which involved the deployment of a fully functional prototype in a University bar, generally
addressed the suitability of these techniques and the type of social practices that emerged. However, in this
paper, we particularly focus on how the naming of the devices was utilized as a communication tool. In fact, the
results from the analysis of usage logs and insitu
group interviews suggest that people creatively appropriated
the interaction techniques employed and these techniques were effective in their ability to sustain situated
interaction and self disclosure around the public display. Implications of our findings to the design of further
functionalities are also pointed out
From Bluetooth naming to crowd interaction
In this paper, we describe how Bluetooth presence and naming can be used as the basis for crowd interaction.
We also propose a number of exercises for the workshop where we hope to explore in-loco the emergence of multiple types of crowd behaviour
Considering the inclusion of worth and values in the design of interactive artifacts
The development and design of computational
artifacts and their current widespread use in
diverse contexts (from work/task oriented to
ludic applications) needs to take into account
end-users needs, likes/dislikes and broader
societal issues including human values. However,
the fast pace of technological developments
highlight the acknowledgment that the process of
defining the computational artifacts not only
needs to understand the user but also
engineering and designers creativity. In order to
take into account these issues, we have been
exploring the utilization of a framework to guide
our own development efforts. The Worth-Centred
Design (WCD) can be seen as a conceptual
framework that intends to facilitate the process of
making explicit the connections between high
level concepts related to desired
ends/worth/values and simple/basic/atomic
features composing an (or to be) artifact [1, 2].
In this paper, our insights as a heterogeneous
design team regarding the use of the WCD
framework are presented. More specifically, two
on-going cases studies are considered: (a) one
concerning the on-going development of situated
digital public displays and (b) the development of
games to assist therapists of children with
emotional and cognitive impairments to conduct
their daily therapeutic activities. The utilization of
the framework definitely improved our
understanding of the relationships between
features and high-level interaction goals. The
representational tools and the process of
constructing them helped making explicit the
design alternatives and the design team
assumptions regarding artifact use. However,
there are hurdles to conquer, in particular, the
creation of common ground within the team in
relation to the definition of the terms employed
and assuring that the emergence of common
ground does not hide fundamental differences
regarding the meaning of the design elements
uncovered. Furthermore, more research is
needed in order to understand how to elicit
values related to the artifact from the different
stakeholders of a particular social context
Dimensions of situatedness for digital public displays
Public displays are often strongly situated signs deeply embedded in their physical, social, and cultural setting. Understanding how the display is coupled with on-going situations, its level of situatedness, provides a key element for the interpretation of the displays themselves but is also an element for the interpretation of place, its situated practices, and its social context. Most digital displays, however, do not achieve the same sense of situatedness that seems so natural in their nondigital counterparts. This paper investigates people’s perception of situatedness when considering the connection between public displays and their context. We have collected over 300 photos of displays and conducted a set of analysis tasks involving focus groups and structured interviews with 15 participants. The contribution is a consolidated list of situatedness dimensions that should provide a valuable resource for reasoning about situatedness in digital displays and informing the design and development of display systems
On the Creation of Sustainable Design Patterns of ICT Integration in the Classroom
The paper focuses on the methodology of making observations that account for the actual use of ICT infrastructure and tools in the classroom. The observational study is part of a project that focuses on scenario feasibility as an enabler of ICT usage. In particular, the observations provide input on pattern mining with the aim to help teachers and other stakeholders in the decision-making process of selecting suitable ICT facilities
Exploring the potential of mobile technology for creating music collaboratively
We will present the first prototype of a framework that supports collaborative music creation activities using short distance-location aware mobile technology. In order to explore the corresponding design space we are planning to run a series of workshops with practitioners to elicit knowledge, find likes and dislikes. Such activities will frame the creation of new features.This is part of a long-term goal to explore how mobile technologies can enable the emergence of ubiquitous music activities
Thin slices of interaction : predicting users’ task difficulty within 60 sec
We report on an exploratory study where the first 60 seconds of the video recording of a user interaction are used to predict the user’s experienced task difficulty. This approach builds on previous work on “thin slices” of human-human behavior, and applies it to humancomputer interaction. In the scenario of interacting with a photocopy machine, automated video coding showed
that the Activity and Emphasis predicted 46.6% of the variance of task difficulty. This result closely follows reported results on predicting negotiation outcomes from conversational dynamics using similar variables on the speech signal.The project is funded by FEDER (Fundo Europeu de Desenvolvimento Regional) through COMPETE (Programa Operacional Factores de Competitividade) and by National funds through FCT (Fundação para a Ciência e a Tecnologia) in the context of the project
PTDC/EIA-EIA/098634/2008
Blink : observing thin slices of behavior to determine users' expectation towards task difficulty
This work aims to address the following question: is it possible to infer the users' expectations regarding task difficulty by watching them just before the actual start?
We present a study where people acting as evaluators determined users’ expectations based on non-linguistic social signals in a 20 seconds video clip. The evaluations were performed using a five-point scale and the average error of the evaluations was of one point. Preliminary results suggest what type of signals was used by the evaluators to determine the users’ expected difficulty with the task.Este trabalho é financiado por Fundos FEDER através do Programa Operacional Factores de Competitividade – COMPETE e por Fundos Nacionais através da FCT – Fundação para a Ciência e a Tecnologia no âmbito do projecto PTDC/EIA-EIA/098634/200
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