Cristhian Parra, Patrícia Silveira, I. K. Far, F. Daniel, E. D. Bruin, L. Cernuzzi, V. D'Andrea, F. Casati
{"title":"Information Technology for Active Ageing: A Review of Theory and Practice","authors":"Cristhian Parra, Patrícia Silveira, I. K. Far, F. Daniel, E. D. Bruin, L. Cernuzzi, V. D'Andrea, F. Casati","doi":"10.1561/1100000053","DOIUrl":"https://doi.org/10.1561/1100000053","url":null,"abstract":"Active Ageing aims to foster a physically, mentally and socially active lifestyle as a person ages. It is a complex, multi-faceted problem that involves a variety of different actors, such as policy makers, doctors, care givers, family members, friends and, of course, older adults. This review aims to understand the role of a new actor, which increasingly plays the role of enabler and facilitator, i.e., that of the technology provider. The review specifically focuses on Information Technology IT, with a particular emphasis on software applications, and on how IT can prevent decline, compensate for lost capabilities, aid care, and enhance existing capabilities. The analysis confirms the crucial role of IT in Active Ageing, shows that Active Ageing requires a multidisciplinary approach, and identifies the need for better integration of hardware, software, the environment and the involved actors.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114711326","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":"Computing and Building Around Tie Strength in Social Media","authors":"Eric Gilbert, Karrie Karahalios","doi":"10.1561/1100000044","DOIUrl":"https://doi.org/10.1561/1100000044","url":null,"abstract":"Relationships make social media social. But, not all relationships are created equal. We have colleagues with whom we correspond intensely, but not deeply; we have childhood friends we consider close, even if we fell out of touch. Social media, however, treats everybody the same: someone is either a completely trusted friend or a total stranger, with little or nothing in between. In reality, relationships fall everywhere along this spectrum, a topic social science has investigated for decades under the name tie strength, a term for the strength of a relationship between two people. Despite many compelling findings along this line of research, social media does not incorporate tie strength or its lessons. Neither does most research on large-scale social phenomena.Simply put, we do not understand a basic property of relationships expressed online. This monograph takes a wide view of the problem, merging the theories behind tie strength with the data from social media. We show how to reconstruct tie strength from digital traces in online social media, and how to apply it as a tool in design and analysis. Specifically, this article makes two core contributions. First, it offers a rich, high-accuracy and general way to reconstruct tie strength from digital traces, traces like recency and a message's emotional content. For example, the model can split users into strong and weak ties with nearly 89% accuracy. We argue that it also offers us a chance to rethink many of social media's most fundamental design elements. Next, we showcase an example of how we can redesign social media using tie strength: a Twitter application open to anyone on the internet which puts tie strength at the heart of its design. Through this application, called We Meddle, we show that the tie strength model generalizes to a new online community, and that it can solve real people's practical problems with social media. It may be fair to see this monograph as linking the online to the offline; that is, it connects the traces we leave in social media to how we feel about relationships in real life. We conclude the article by reflecting on other ways design might appropriate ideas like tie strength in social computing.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"164 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114925573","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}
A. Jameson, Bettina Berendt, S. Gabrielli, F. Cena, Cristina Gena, Fabiana Vernero, Katharina Reinecke
{"title":"Choice Architecture for Human-Computer Interaction","authors":"A. Jameson, Bettina Berendt, S. Gabrielli, F. Cena, Cristina Gena, Fabiana Vernero, Katharina Reinecke","doi":"10.1561/1100000028","DOIUrl":"https://doi.org/10.1561/1100000028","url":null,"abstract":"People in human–computer interaction have learned a great deal abouthow to persuade and influence users of computing technology. Theyhave much less well-founded knowledge about how to help users choosefor themselves. It's time to correct this imbalance. A first step is toorganize the vast amount of relevant knowledge that has been builtup in psychology and related fields in terms of two comprehensive buteasy-to-remember models: The ASPECT model answers the question“How do people make choices?“ by describing six choice patterns thatchoosers apply alternately or in combination, based on Attributes, Socialinfluence, Policies, Experience, Consequences, and Trial and error.The ARCADE model answers the question “How can we help peoplemake better choices?“ by describing six general high-level strategies forsupporting choice: Access information and experience, Represent thechoice situation, Combine and compute, Advise about processing, Designthe domain, and Evaluate on behalf of the chooser. These strategiescan be implemented with straightforward interaction design, butfor each one there are also specifically relevant technologies. Combiningthese two models, we can understand virtually all existing and possibleapproaches to choice support as the application of one or more of theARCADE strategies to one or more of the ASPECT choice patterns.After introducing the idea of choice architecture for human–computerinteraction and the key ideas of the ASPECT and ARCADEmodels, we discuss each of the Aspect patterns in detail and show howthe high-level ARCADE strategies can be applied to it to yield specifictactics. We then apply the two models in the domains of online communitiesand privacy. Most of our examples concern choices about theuse of computing technology, but the models are equally applicable toeveryday choices made with the help of computing technology.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129011877","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}
Sunny Consolvo, P. Klasnja, David W. Mcdonald, J. Landay
{"title":"Designing for Healthy Lifestyles: Design Considerations for Mobile Technologies to Encourage Consumer Health and Wellness","authors":"Sunny Consolvo, P. Klasnja, David W. Mcdonald, J. Landay","doi":"10.1561/1100000040","DOIUrl":"https://doi.org/10.1561/1100000040","url":null,"abstract":"As the rates of lifestyle diseases such as obesity, diabetes, and heart disease continue to rise, the development of effective tools that can help people adopt and sustain healthier habits is becoming ever more important. Mobile computing holds great promise for providing effective support for helping people manage their health in everyday life. Yet, for this promise to be realized, mobile wellness systems need to be well designed, not only in terms of how they implement specific behavior-change techniques but also, among other factors, in terms of how much burden they put on the user, how well they integrate into the user's daily life, and how they address the user's privacy concerns. Designing for all of these constraints is difficult, and it is often not clear what tradeoffs particular design decisions have on how a wellness application is experienced and used. In this monograph, we provide an account of different design approaches to common features of mobile wellness applications and we discuss the tradeoffs inherent in those approaches. We also outline the key challenges that HCI researchers and designers will need to address to move the state of the art for mobile wellness technologies forward.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116535386","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":"Supporting and Exploiting Spatial Memory in User Interfaces","authors":"Joey Scarr, A. Cockburn, C. Gutwin","doi":"10.1561/1100000046","DOIUrl":"https://doi.org/10.1561/1100000046","url":null,"abstract":"Spatial memory is an important facet of human cognition – it allows users to learn the locations of items over timeand retrieve them with little effort. In human-computer interfaces, a strong knowledge of the spatial location ofcontrols can enable a user to interact fluidly and efficiently, without needing to visually search for relevant controls. Computer interfaces should therefore be designed to provide support for developing the user's spatial memory,and they should allow the user to exploit it for rapid interaction whenever possible. However, existing systems offervarying support for spatial memory. Many modern interfaces break the user's ability to remember spatial locations, bymoving or re-arranging items; others leave spatial memory underutilised, requiring slow sequences of mechanical actionsto select items rather than exploiting users' strong ability to index items and controls by their on-screen locations.The aim of this paper is to highlight the importance of designing for spatial memory in HCI. To do this, we examine theliterature using an abstract-to-concrete approach. First, we identify important psychological models that underpin ourunderstanding of spatial memory, and differentiate between navigation and object-location memory (with this reviewfocusing on the latter). We then summarise empirical results on spatial memory from both the psychology and HCIdomains, identifying a set of observable properties of spatial memory that can be used to inform design. Finally, weanalyse existing interfaces in the HCI literature that support or disrupt spatial memory, including space-multiplexeddisplays for command and navigation interfaces, different techniques for dealing with large spatial data sets, and theeffects of spatial distortion. We intend for this paper to be useful to user interface designers, as well as other HCIresearchers interested in spatial memory. Throughout the text, we therefore emphasise important design guidelinesderived from the work reviewed, as well as methodological issues and topics for future research.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130974580","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":"Methods and Techniques for Involving Children in the Design of New Technology for Children","authors":"J. A. Fails, Mona Leigh Guha, A. Druin","doi":"10.1561/1100000018","DOIUrl":"https://doi.org/10.1561/1100000018","url":null,"abstract":"Children have participated in the design of new technologies intended for children using diverse methods, in differing contexts, with varying degrees of involvement. This participation can be characterized as involving children as users, testers, informants, or design partners. Only relatively recently have researchers around the world begun to work more substantively with children to design technologies for children. Methods and Techniques for Involving Children in the Design of New Technology for Children synthesizes prior work involving children as informants and design partners, and describes the emergence of participatory design methods and techniques for children. It considers the various roles children have played in the design process, with a focus on those that integrally involve children throughout the process. It summarizes and provides a pragmatic foundation for researchers and practitioners to use several methods and techniques for designing technologies with and for children. It relates the techniques to the design goals they help fulfil and concludes with a consideration of working with children in technology design processes as we move into the future.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131402183","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":"Some Whys and Hows of Experiments in Human-Computer Interaction","authors":"K. Hornbæk","doi":"10.1561/1100000043","DOIUrl":"https://doi.org/10.1561/1100000043","url":null,"abstract":"Experiments help to understand human–computer interaction and to characterize the value of user interfaces. Yet, few intermediate guidelines exist on how to design, run, and report experiments. The present monograph presents such guidelines. We briefly argue why experiments are invaluable for advancing human–computer interaction beyond technical innovation.We then identify heuristics of doing good experiments, including how to build on existing work in devising hypotheses and selecting measures; how to craft challenging comparisons, rather than biased win–lose setups; how to design experiments so as to rule out alternative explanations; how to provide evidence for conclusions; and how to narrate findings. These heuristics are exemplified by excellent experiments in human–computer interaction.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131501112","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}
A. Rind, T. Wang, W. Aigner, S. Miksch, K. Wongsuphasawat, C. Plaisant, B. Shneiderman
{"title":"Interactive Information Visualization to Explore and Query Electronic Health Records","authors":"A. Rind, T. Wang, W. Aigner, S. Miksch, K. Wongsuphasawat, C. Plaisant, B. Shneiderman","doi":"10.1561/1100000039","DOIUrl":"https://doi.org/10.1561/1100000039","url":null,"abstract":"Physicians are confronted with increasingly complex patient histories based on which they must make life-critical treatment decisions. At the same time, clinical researchers are eager to study the growing databases of patient histories to detect unknown patterns, ensure quality control, and discover surprising outcomes. Designers of Electronic Health Record systems (EHRs) have great potential to apply innovative visual methods to support clinical decision-making and research. This work surveys the state-of-the-art of information visualization systems for exploring and querying EHRs, as described in the scientific literature. We examine how systems differ in their features and highlight how these differences are related to their design and the medical scenarios they tackle. The systems are compared on a set of criteria: (1) data types covered, (2) multivariate analysis support, (3) number of patient records used (one or multiple), and (4) user intents addressed. Based on our survey and evidence gained from evaluation studies, we believe that effective information visualization can facilitate analysis of EHRs for patient treatment and clinical research. Thus, we encourage the information visualization community to study the application of their systems in health care. Our monograph is written for both scientific researchers and designers of future user interfaces for EHRs. We hope it will help them understand this vital domain and appreciate the features and virtues of existing systems, so they can create still more advanced systems. We identify potential future research topics in interactive support for data abstraction, in systems for intermittent users, such as patients, and in more detailed evaluations.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128279445","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}
Shumin Zhai, P. Kristensson, Caroline Appert, Tue Haste Andersen, Xiang Cao
{"title":"Foundational Issues in Touch-Surface Stroke Gesture Design - An Integrative Review","authors":"Shumin Zhai, P. Kristensson, Caroline Appert, Tue Haste Andersen, Xiang Cao","doi":"10.1561/1100000012","DOIUrl":"https://doi.org/10.1561/1100000012","url":null,"abstract":"The potential for using stroke gestures to enter, retrieve and select commands and text has been recently unleashed by the popularity of touchscreen devices. This monograph provides a state-of-the-art integrative review of a body of human–computer interaction research on stroke gestures. It begins with an analysis of the design dimensions of stroke gestures as an interaction medium. The analysis classifies gestures into analogue versus abstract gestures, gestures for commands versus for symbols, gestures with different orders of complexity, visual-spatial dependent and independent gestures, and finger versus stylus drawn gestures. Gesture interfaces such as the iOS interface, the Graffiti text entry method for Palm devices, marking menus, and the SHARK/ShapeWriter word-gesture keyboard, make different choices in this multi-dimensional design space. \u0000 \u0000The main body of this work consists of reviewing and synthesizing some of the foundational studies in the literature on stroke gesture interaction, particularly those done by the authors in the last decade. The human performance factors covered include motor control complexity, visual and auditory feedback, and human memory capabilities in dealing with gestures. Based on these foundational studies this review presents a set of design principles for creating stroke gesture interfaces. These include making gestures analogous to physical effects or cultural conventions, keeping gestures simple and distinct, defining stroke gestures systematically, making them self-revealing, supporting appropriate levels of chunking, and facilitating progress from visually guided performance to recall-driven performance. The overall theme is on making learning gestures easier while designing for long-term efficiency. Important system implementation issues of stroke gesture interfaces such as gesture recognition algorithms and gesture design toolkits are also covered in this review. The monograph ends with a few call-to-action research topics.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"519 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116259240","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":"Pervasive Computing for Hospital, Chronic, and Preventive Care","authors":"M. Tentori, Gillian R. Hayes, Madhu C. Reddy","doi":"10.1561/1100000024","DOIUrl":"https://doi.org/10.1561/1100000024","url":null,"abstract":"An emerging area of great impact and significance is the application of pervasive computing technologies in healthcare. Pervasive healthcare refers to the set of technologies designed to seamlessly integrate health education, interventions, and monitoring technology into our everyday lives, regardless of space and time. This approach can increase both the coverage and quality of care. Over the last decade, pervasive computing solutions for healthcare have become increasingly prevalent in both research and commercial efforts. This survey analyzes a variety of research projects and commercial solutions devoted to understanding, designing, and implementing pervasive healthcare applications in support of preventive care, hospital care, and chronic care. \u0000 \u0000Taking into account the working conditions of clinicians and the needs of patients, pervasive computing offers a variety of attractive solutions for many of the challenges to care delivery in these domains. The work of clinicians is intrinsically tied to the physical domain of the patient, not to digital material available in computer systems; clinicians as well as other non-clinical caregivers continually switch between different caregiving contexts. Furthermore, their work is characterized by high mobility, ad hoc collaboration, and interruptions. At the same time, patients and family members frequently demonstrate poor adherence to both behavioral and pharmaceutical interventions and experience inadequate communication with those providing care. The use of health education to promote motivation, reinforcement, advice, and tools for capturing and tracking health information supporting self-monitoring can help patients to overcome these challenges. Pervasive computing offers solutions for clinicians, patients, and a variety of other caregivers to assist them with these problems including applications and mechanisms to: \u0000 \u0000• ease the recording, tracking, and monitoring of health information; \u0000 \u0000• allow communication, collaboration, and coordination among the varied stakeholders; \u0000 \u0000• encourage clinical adherence and disease prevention; \u0000 \u0000• support the nomadic work of clinicians and seamless integration of the physical and digital worlds; and \u0000 \u0000• enable the development of novel medical devices. \u0000 \u0000In this survey, we present an overview of the history of pervasive healthcare research as a human-centered vision driven by a healthcare model that includes preventive, hospital, and chronic care. We then summarize the research in this space, outlining research challenges, current approaches, results, and trends. Finally, we discuss future research directions as a springboard for new focus in pervasive healthcare. This survey is based on analysis of the literature as well as our own research experiences and those of many of our colleagues.","PeriodicalId":126315,"journal":{"name":"Found. Trends Hum. Comput. Interact.","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134317632","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}