649 research outputs found
The experience of enchantment in human-computer interaction
Improving user experience is becoming something of a rallying call in humanâcomputer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p
Spatial audio in small display screen devices
Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
Supporting Worth Mapping with Sentence Completion
Expectations for design and evaluation approaches are set by the development practices within which they are used. Worth Centred Development (WCD) seeks to both shape and fit such practices. We report a study that combined two WCD approaches. Sentence completion gathered credible quantitative data on user values, which were used to identify relevant values and aversions of two player groups for an online gambling site. These values provided human value elements for a complementary WCD approach of
worth mapping. Initial worth maps were extended in three workshops, which focused on outcomes and user experiences that could be better addressed in the current product and associated marketing materials. We describe how worth
maps were prepared for, and presented in, workshops, and how product owners and associated business roles evaluated the combination of WCD approaches. Based on our experiences, we offer practical advice on this combinination
Avalanches in the lung: A statistical mechanical model
We study a statistical mechanical model for the dynamics of lung inflation
which incorporates recent experimental observations on the opening of
individual airways by a cascade or avalanche mechanism. Using an exact mapping
of the avalanche problem onto percolation on a Cayley tree, we analytically
derive the exponents describing the size distribution of the first avalanches
and test the analytical solution by numerical simulations. We find that the
tree-like structure of the airways together with the simplest assumptions
concerning opening threshold pressures of each airway, is sufficient to explain
the existence of power-law distributions observed experimentally.Comment: 4 pages, Figures avaliable by mail from [email protected], REVTE
Designing novel applications for emerging multimedia technology
Current R&D in media technologies such as Multimedia, Semantic Web and Sensor Web technologies are advancing in a fierce rate and will sure to become part of our important regular items in a 'conventional' technology inventory in near future. While the R&D nature of these technologies means their accuracy, reliability and robustness are not sufficient enough to be used in real world yet, we want to envision now the near-future where these technologies will have matured and used in real applications in order to explore and start shaping many possible new ways these novel technologies could be utilised.
In this talk, some of this effort in designing novel applications that incorporate various media technologies as their backend will be presented. Examples include novel scenarios of LifeLogging application that incorporate automatic structuring of millions of photos passively captured from a SenseCam (wearable digital camera that automatically takes photos triggered by environmental sensors) and an interactive TV application incorporating a number of multimedia tools yet extremely simple and easy to use with a remote control in a lean-back position. The talk will conclude with remarks on how the design of novel applications that have no precedence or existing user base should require somewhat different approach from those suggested and practiced in conventional usability engineering methodology
Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development
This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting âInternational Developmentâ with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the
supply chain and their circumstances. We explore how both the nature of the research and the toolâs function became contested as work progressed. To tell this tale, we invoke
the idea of boundary objects and the value of tacking back and forth between elastic meanings of the projectâs artefacts and processes. We examine the projectâs role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals
Embodied Musical Interaction
Music is a natural partner to human-computer interaction, offering tasks and use cases for novel forms of interaction. The richness of the relationship between a performer and their instrument in expressive musical performance can provide valuable insight to human-computer interaction (HCI) researchers interested in applying these forms of deep interaction to other fields. Despite the longstanding connection between music and HCI, it is not an automatic one, and its history arguably points to as many differences as it does overlaps. Music research and HCI research both encompass broad issues, and utilize a wide range of methods. In this chapter I discuss how the concept of embodied interaction can be one way to think about music interaction. I propose how the three âparadigmsâ of HCI and three design accounts from the interaction design literature can serve as a lens through which to consider types of music HCI. I use this conceptual framework to discuss three different musical projectsâHaptic Wave, Form Follows Sound, and BioMuse
Intuitive control of rolling sound synthesis
International audienceThis paper presents a rolling sound synthesis model which can be intuitively controlled. To propose this model, different aspects of the rolling phenomenon are explored : physical modeling, perceptual attributes and signal morphology. A source-filter model for rolling sounds synthesis is presented with associated intuitive controls
What determines auditory similarity? The effect of stimulus group and methodology.
Two experiments on the internal representation of auditory stimuli compared the pairwise and grouping methodologies as means of deriving similarity judgements. A total of 45 undergraduate students participated in each experiment, judging the similarity of short auditory stimuli, using one of the methodologies. The experiments support and extend Bonebright's (1996) findings, using a further 60 stimuli. Results from both methodologies highlight the importance of category information and acoustic features, such as root mean square (RMS) power and pitch, in similarity judgements. Results showed that the grouping task is a viable alternative to the pairwise task with N > 20 sounds whilst highlighting subtle differences, such as cluster tightness, between the different task results. The grouping task is more likely to yield category information as underlying similarity judgements
- âŠ