S. Beier, Sam Berlow, Esat Boucaud, Z. Bylinskii, Tianyuan Cai, Jenae Cohn, Kathy Crowley, Stephanie L. Day, Tilman Dingler, Jonathan Dobres, Jennifer Healey, R. Jain, Marjorie Jordan, Bernard Kerr, Qisheng Li, Dave B. Miller, Susanne L. Nobles, Alexandra Papoutsaki, Jing Qian, Tina Rezvanian, S. Rodrigo, B. Sawyer, Shannon M. Sheppard, Bram Stein, Rick Treitman, J. Vanek, S. Wallace, Benjamin Wolfe
{"title":"Readability Research: An Interdisciplinary Approach","authors":"S. Beier, Sam Berlow, Esat Boucaud, Z. Bylinskii, Tianyuan Cai, Jenae Cohn, Kathy Crowley, Stephanie L. Day, Tilman Dingler, Jonathan Dobres, Jennifer Healey, R. Jain, Marjorie Jordan, Bernard Kerr, Qisheng Li, Dave B. Miller, Susanne L. Nobles, Alexandra Papoutsaki, Jing Qian, Tina Rezvanian, S. Rodrigo, B. Sawyer, Shannon M. Sheppard, Bram Stein, Rick Treitman, J. Vanek, S. Wallace, Benjamin Wolfe","doi":"10.1561/1100000089","DOIUrl":"https://doi.org/10.1561/1100000089","url":null,"abstract":"Readability is on the cusp of a revolution. Fixed text is becoming fluid as a proliferation of digital reading devices rewrite what a document can do. As past constraints make way for more flexible opportunities, there is great need to understand how reading formats can be tuned to the situation and the individual. We aim to provide a firm foundation for readability research, a comprehensive framework for modern, multi-disciplinary readability research. Readability refers to aspects of visual information design which impact information flow from the page to the reader. Readability can be enhanced by changes to the set of typographical characteristics of a text. These aspects can be modified on-demand, instantly improving the ease with which a reader can process and derive meaning from text. We call on a multi-disciplinary research community to take up these challenges to elevate reading outcomes and provide the tools to do so effectively.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127370845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Patient-Generated Health Data: Dimensions, Challenges, and Open Questions","authors":"Mayara Costa Figueiredo, Yunan Chen","doi":"10.1561/1100000080","DOIUrl":"https://doi.org/10.1561/1100000080","url":null,"abstract":"In this review, we present an overview of patient-generated health data (PGHD) research, focusing on important aspects that inform and define studies in the area. We start by exploring a fundamental question: what is patient-generated health data? We list the main terms and definitions identified from previous research and generate a set of seven key dimensions for understanding PGHD: (1) the health focus of the study, (2) the type of data, (3) who proposes the use of PGHD, (4) whose data are collected, (5) who are the intended users, (6) how PGHD is collected and used, and (7) the duration of PGHD use. We describe these dimensions and discuss their importance to research PGHD. We then present a discussion of the impact of PGHD and related practices in people’s lives and the debates concerning the consequences, both positive and negative, that may arise. Mayara Costa Figueiredo and Yunan Chen (2020), “Patient-Generated Health Data: Dimensions, Challenges, and Open Questions”, Foundations and Trends® in Human– Computer Interaction: Vol. 13, No. 3, pp 165–297. DOI: 10.1561/1100000080. Full text available at: http://dx.doi.org/10.1561/1100000080","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116282933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Patterns and Themes in Designing with Children","authors":"J. Korte","doi":"10.1561/1100000079","DOIUrl":"https://doi.org/10.1561/1100000079","url":null,"abstract":"A host of design approaches have been developed to support involving children in the design of new technologies. Unique approaches tend to be developed to involve new \"audiences\" of children - of different ages, with different abilities, at different levels of involvement - in the design process. While goals of design approaches tend to be explicitly discussed, there are common themes and repeated patterns which appear in multiple design approaches. This monograph identifies these recurrent themes and patterns within design approaches for working with children as informants, design partners or software designers. These themes and patterns have been sorted into groups of: Principles or heuristics, which act as guidelines to designers working with children; decision points where designers working with children will need to make choices; common activity patterns and communication patterns which appear frequently in design approaches for working with children, but are often under-described; and emergent phenomena which design approaches may attempt to invoke. These themes and patterns have been identified through comparison of methods and techniques for designing with children, young children, and children with a communication gap caused by disability or cross-cultural work. This catalogue of themes and patterns will be of use for designers working with children in participatory design and co-design activities. Awareness of these factors will allow designers selecting existing design approaches, or creating their own, to better understand and compare existing design approaches.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130355891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Stumpf, Anicia N. Peters, Shaowen Bardzell, M. Burnett, D. Busse, Jessica R. Cauchard, E. Churchill
{"title":"Gender-Inclusive HCI Research and Design: A Conceptual Review","authors":"S. Stumpf, Anicia N. Peters, Shaowen Bardzell, M. Burnett, D. Busse, Jessica R. Cauchard, E. Churchill","doi":"10.1561/1100000056","DOIUrl":"https://doi.org/10.1561/1100000056","url":null,"abstract":"Previous research has investigated gender and its implications for HCI. We consider inclusive design of technology whatever the gender of its users of particular importance. This conceptual review provides an overview of the motivations that have driven research in gender and inclusive HCI design. We review the empirical evidence for the impact of gender in thinking and behavior which underlies HCI research and design. We then present how HCI design might inadvertently embed and perpetuate gender stereotypes. We then present current HCI design approaches to tackle gender stereotypes and to produce gender-inclusive designs. We conclude by discussing possible future directions in this area.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"209 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114650891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Human-Food Interaction","authors":"R. A. Khot, F. Mueller","doi":"10.1561/1100000074","DOIUrl":"https://doi.org/10.1561/1100000074","url":null,"abstract":"Food is not only fundamental to our existence, its consumption, handling or even the mere sight of its also brings us immense joy. Over the years, technology has played a crucial part in supporting and enriching food-related practices, beginning from how we grow, to how we cook, eat and dispose of food. All these practices have a significant impact not only on individuals but also on the surrounding ecologies and infrastructures, often discussed under the umbrella term of Human-Food Interaction (HFI). This article aims to offer the reader an overview of the existing research in this space and to guide further its exploration. We illustrate how HFI builds on recent trends within HCI. We position this growth across four phases of HFI, namely, Growing, Cooking, Eating and Disposal. We categorize and disseminate the existing works across each of these phases to reveal a rich design space and to highlight the underexplored areas that interaction designers might find intriguing to investigate. Using the design space, we articulate a set of opportunities that emphasize particular features the technology, especially hardware, has yet to offer to drive the human-food interaction field forward. We highlight the design space for designing novel interactions with technologies by taking motivation from traditional food practices related to cooking and eating food. Finally, we introduce \"Human Food Practices\" (HFP) an emerging field of investigation that concerns itself with the formation and transformation of practices as they are enacted within the dynamics, motivations and perceptions of societal norms associated with food.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"606 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132884104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"10 Lenses to Design Sports-HCI","authors":"F. Mueller, Damon Young","doi":"10.1561/1100000076","DOIUrl":"https://doi.org/10.1561/1100000076","url":null,"abstract":"In recent years, the increased availability and reduced cost of sensor systems have led to a plethora of wearables such as smart sport watches that can track exertion activities. Sensors are now also embedded in sports clothing and game console accessories to monitor activity or stimulate gaming. Technical advancements like these have led to an increased interest into exertion experiences by the research community, resulting in the term Sports-HCI. Often, human-computer interaction around exercise and health make the underlying assumption that the human body can be seen as a machine, only monitoring measurable parameters, neglecting more human factors that help users to learn something about themselves, who they want to become and how to get there, through exertion experiences. This monograph uses the focussed technique of lenses to highlight factors that interactive technology could deploy to provide powerful opportunities in the design of such systems. Designers of interactive systems for exertion experiences can use the 10 lenses included in this monograph to explore the theoretical discussion around stimulating users through the use of technology. Each lens is unpacked into three components that provide designers with practical handles so they can engage with them in their design practice. This is complemented with design examples to suggest how such thinking can lead to particular designs. 10 Lenses to Design Sports-HCI is a stimulating read for all designers of computing systems that include an aspect exertion experiences. Students and researchers will find a wealth of new areas for further research contained within.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128729351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Values and Ethics in Human-Computer Interaction","authors":"Katie Shilton","doi":"10.1561/1100000073","DOIUrl":"https://doi.org/10.1561/1100000073","url":null,"abstract":"An important public discussion is underway on the values and ethics of digital technologies as designers work to prevent misinformation campaigns, online harassment, exclusionary tools, and biased algorithms. This monograph reviews 30 years of research on theories and methods for surfacing values and ethics in technology design. It maps the history of values research, beginning with critique of design from related disciplines and responses in Human-Computer Interaction (HCI) research. The review then explores ongoing controversies in values-oriented design, including disagreements around terms, expressions and indicators of values and ethics, and whose values to consider. Next, the monograph describes frameworks that attempt to move values-oriented design into everyday design settings. These frameworks suggest open challenges and opportunities for the next 30 years of values in HCI research. The version of records is available at : http://dx.doi.org/10.1561/1100000073","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"32 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120992393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research Fiction and Thought Experiments in Design","authors":"M. Blythe, Enrique Encinas","doi":"10.1561/1100000070","DOIUrl":"https://doi.org/10.1561/1100000070","url":null,"abstract":"Any design process involves an imaginative act, a picturing of the world as other than it is. Fiction has long played a part in design research in the form of scenarios, personas, sketches, paper based prototypes, simulations, prototypes and speculative design. The term “design fiction” has been recently adopted to describe more elaborate and detailed representations of products and services that do not exist yet. Design fiction is an emerging practice and there are several competing definitions and forms. This article traces design fiction from the Italian radical design of the 1960s through British Art Schools in the late nineteen nineties to contemporary adaptations of the practice by companies like Google, Microsoft and Facebook. Design fiction is now produced regularly by individuals launching Kickstarter campaigns, corporations selling visions of future products and governments imagining new digital services. But there is little agreement about the status of such fictions: what constitutes a good fiction? How does fiction relate to research? In what sense does fiction contribute to existing knowledge? Although fiction can sometimes result in accurate prediction this is not its main value. It is rather the creation of ambiguous artefacts that help us think carefully about emerging technologies and their potential impact. Although fiction may seem to be the antithesis of empirical enquiry it is often employed in the form of “thought experiments” in Physics, Mathematics, Ethics and Philosophy. This article argues that design fiction can also be considered as a form of thought experiment. Excerpts from a fictional Wikipedia article about Valdis Ozols, a Lativian Historian and author writing design fiction in the 1940s precede each section as think pieces about the nature and value of fiction. The text is illustrated with pages from a fictional design workbook written in an invented language.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"142 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124422877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Human-Machine Interaction for Vehicles: Review and Outlook","authors":"A. Kun","doi":"10.1561/1100000069","DOIUrl":"https://doi.org/10.1561/1100000069","url":null,"abstract":"Human-Machine Interaction for Vehicles: Review and Outlook surveys and explores the significant and growing body of research on the topic of modern in-vehicle user interfaces. Today???s vehicles have myriad user interfaces, from those related to the moment-to-moment control of the vehicle, to those that allow the consumption of information and entertainment. The bulk of the research in this domain is related to manual driving. With recent advances in automated vehicles, attention has increasingly focused on user interactions. In exploring human-machine interaction for both manual and automated driving, a key issue has been how to create safe in-vehicle interactions that assist the driver in completing the driving task, as well as to allow drivers to accomplish various non-driving tasks. In automated vehicles, human-machine interactions will increasingly allow users to reclaim their time, so that they can engage in non-driving tasks. Given that it is unlikely that most vehicles will be f lly automated in the near future, there are also significant efforts to understand how to help the driver switch between different modes of automation. Human-Machine Interaction for Vehicles: Review and Outlook reviews the key findings from this line of research, as well as recommending areas for future work. It is an ideal primer for researchers and user interface designers working in the area.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115502133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Survey of Value Sensitive Design Methods","authors":"Batya Friedman, David G. Hendry, A. Borning","doi":"10.1561/1100000015","DOIUrl":"https://doi.org/10.1561/1100000015","url":null,"abstract":"Value sensitive design is a theoretically grounded approach to the designof technology that accounts for human values in a principled andsystematic manner throughout the design process. In this article weprovide a survey of 14 value sensitive design methods: 1 direct andindirect stakeholder analysis; 2 value source analysis; 3 co-evolutionof technology and social structure; 4 value scenario; 5 value sketch;6 value-oriented semi- structured interview; 7 scalable informationdimensions; 8 value-oriented coding manual; 9 value-oriented mockup,prototype, or field deployment; 10 ethnographically informed inquiryregarding values and technology; 11 model of informed consentonline; 12 value dams and flows; 13 value sensitive action-reflectionmodel; and 14 Envisioning Cards TM. Each of these methods is honedto the investigation of values in technology, serving such purposesas stakeholder identification and legitimation, value representation andelicitation, and values analysis. While presented individually, the methodsare intended to be integrated in a robust value sensitive designprocess. The survey article begins with a brief summary of value sensitivedesign methodology and theoretical constructs. We next providean overview of the 14 methods. Then, we turn to a broader discussion ofvalue sensitive design practice, focussing on some methodological strategiesand heuristics to support skillful value sensitive design practice.Following the broad discussion of practice, we illustrate one method inaction-value scenarios-providing details on its range of purposes andcontexts. We conclude with reflections on core characteristics of valuesensitive design methodology, and heuristics for innovation.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122000287","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}