131 research outputs found

    Learning interaction patterns using diagrams varying in level and type of interactivity

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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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