{"title":"Representation Strategies Adopted by Participants in a Population Stereotype Hunt: A Case Study for Icon Design","authors":"Avijit Sengupta, K. Chang, M. Wan, W. Chua","doi":"10.1145/2702613.2702966","DOIUrl":"https://doi.org/10.1145/2702613.2702966","url":null,"abstract":"Population Stereotype tells interaction designers just one-half of the complete story. It informs them only about the level of general consensus regarding each representation generated by different participants. It does not provide answers to those questions, which ask how the representation is to be achieved. Identification of different representation strategies adopted by different participants can reveal the rest of the story. In the presence of more than one or no strong contenders (population stereotype), adoption of the right representation strategy can be really beneficial. As most of the representational strategies are complementary to each other, the combination of different representational strategies can lead towards a more representative icon development.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128284044","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}
J. Lee, Hyun Jhin Lee, Sanghwa Hong, C. Ha, Ji-Hyung Park
{"title":"KIST Smart Wall' and its Media Art Application: The Scenery Series","authors":"J. Lee, Hyun Jhin Lee, Sanghwa Hong, C. Ha, Ji-Hyung Park","doi":"10.1145/2702613.2744695","DOIUrl":"https://doi.org/10.1145/2702613.2744695","url":null,"abstract":"The interactive large displays for use in professional applications such as signage, education and installation art have been introduced for many years. However the innovative technology and novel application needed to drive the rapid growth of the market are still sought after. We suggest a series of media art application with the KIST Smart Wall which provides robust and highly functional multi-touch capability on the large display at low cost enabling to provide perspective scene for users. For this interactivity exhibition, we collaborated with three media artists to explore the interactive wall as an emotional and aesthetic media art platform. 'The Scenery Series' will communicate with audiences in emotionally touching images and meanings.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129922403","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}
Emily Harburg, Yongsung Kim, E. Gerber, Haoqi Zhang
{"title":"CrowdFound: A Mobile Crowdsourcing System to Find Lost Items On-the-Go","authors":"Emily Harburg, Yongsung Kim, E. Gerber, Haoqi Zhang","doi":"10.1145/2702613.2732757","DOIUrl":"https://doi.org/10.1145/2702613.2732757","url":null,"abstract":"We present CrowdFound, a mobile crowdsourcing system to find lost items. CrowdFound allows users to input lost item descriptions on a map and then sends notifications to users passing near tagged areas. To assess the system's efficacy, we conducted interviews and user testing on CrowdFound. Our results show that users were able to find lost items when using a combination of the notification, map, and item description features. In addition, users were willing to deviate off path to look for lost items, particularly when exercising. Our findings also suggest socio-technical features to promote more effective on-the-go crowdsourced help on microtasks. This research builds our understanding of physical crowdsourcing as a tool for solving societal problems and suggests broader implications for utilizing mobile crowds.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129179543","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}
Minsam Ko, Chayanin Wong, Sunmin Son, E. Jung, Uichin Lee, Seungwoo Choi, Sungho Jo, Min H. Kim
{"title":"Lock n' LoL: Mitigating Smartphone Disturbance in Co-located Social Interactions","authors":"Minsam Ko, Chayanin Wong, Sunmin Son, E. Jung, Uichin Lee, Seungwoo Choi, Sungho Jo, Min H. Kim","doi":"10.1145/2702613.2732819","DOIUrl":"https://doi.org/10.1145/2702613.2732819","url":null,"abstract":"We aim to improve the quality of time spent in co-located social interactions by encouraging people to limit their smartphone usage together. We present a prototype called Lock n' LoL, an app that allows co-located users to lock their smartphones and limit their usage by enforcing users to ask for explicit use permission. From our preliminary study, we designed two modes to deal with the dynamics of smartphone use during the co-located social interactions: (1) socializing mode (i.e., locking smartphones to limit usage together) and (2) temporary use mode (i.e., requesting/granting temporary smartphone use). We conducted a pilot study (n = 20) with our working prototype, and the results documented the helpfulness of Lock n' LoL when used in socializing.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114337122","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":"PicLight: User-Centered Lighting Control Interface for Residential Space","authors":"Jeongmin Lee, Kyungah Choi, Hyeon‐Jeong Suk","doi":"10.1145/2702613.2732891","DOIUrl":"https://doi.org/10.1145/2702613.2732891","url":null,"abstract":"This study aims to develop PicLight, a user-centered lighting control interface based on the behavior of photo editing as an analogy for controlling light. The PicLight application allows users to takes photos of a space, then uses those photos to display simulations of lighting scenarios through filter effects, providing users with guidance for easy selection of optimal lighting conditions. We formed 20 lighting presets each of that engages user activity, affection. In order to determine whether the presets were suitable, we conveyed a validation test and validated context-based presets are effective features for designing lighting control interfaces.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"72 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113987231","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}
Katrin Angerbauer, Tilman Dingler, Dagmar Kern, A. Schmidt
{"title":"Utilizing the Effects of Priming to Facilitate Text Comprehension","authors":"Katrin Angerbauer, Tilman Dingler, Dagmar Kern, A. Schmidt","doi":"10.1145/2702613.2732914","DOIUrl":"https://doi.org/10.1145/2702613.2732914","url":null,"abstract":"Due to the ever-growing amount of textual information we face in our everyday life, the skill of scanning and absorbing the essence of a piece of text is crucial. We cannot afford to read every text in detail, hence we need to acquire strategies to quickly decide on the importance of a text and how to grasp its content. Additionally, the sheer amount of daily reading makes it hard to remember the gist of every text encountered. Research in psychology has proposed priming as an implicit memory effect where exposure to one stimulus influences the response to a subsequent stimulus. Hence, exposure to contextual information can influence comprehension and recall. In our work we investigate the feasibility of using such an effect to visually present text summaries that are quick to understand and deliver the essence of a text in order to help readers not only make informed decisions about whether to read the text or not, but also to build out more cognitive associations that help to remember the content of the text afterward. In two focus groups we discussed our approach by providing four different visualizations representing the gist and important details of the text. In this paper we introduce the visualizations as well as results of the focus groups.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"48 24","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114002114","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":"Taking into Account User Appropriation and Development to Design Energy Consumption Feedback","authors":"Myriam Fréjus, Dominique Martini","doi":"10.1145/2702613.2732718","DOIUrl":"https://doi.org/10.1145/2702613.2732718","url":null,"abstract":"This paper reports on a study of the long-term appropriation of home energy displays. We hypothesize that learning underlies the sustained use of these devices and that it is therefore important to consider how user needs and competence develop over time to design engaging and appropriable systems. Our preliminary results show that displays prompt reflexivity about energy issues and, as questions emerge, they need to be addressed by a range of adapted systems (eco-feedback systems, control systems and relational programs).","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114858979","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":"GoodGuide: Reconnecting the Homeless and Others","authors":"Chien-Chun Wu, Shih-Min Hong, Yu-Han Huang","doi":"10.1145/2702613.2726959","DOIUrl":"https://doi.org/10.1145/2702613.2726959","url":null,"abstract":"We developed a service, GoodGuide, to reconnect the homeless to the society. Through our human-centered research process, we have identified the homeless desire to communicate and interact with others. With the GoodGuide service design, the homeless can help guiding the passengers who usually lose their directions in the Taipei Railroad Station. Our design features three stages service activities also a feedback mechanism for the passengers. Through this service the homeless and the passengers might interact, communicate and have a new relationship. We believe it will be a chain effect of improved impression toward the homeless, if the homeless aids more passengers in the station. We also anticipate the staffs and other people will be friendlier to the homeless because of the improved impression from surrounding passengers.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124227598","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":"Initiating Moderation in Problematic Smartphone Usage Patterns","authors":"Hancheol Park, G. Gweon","doi":"10.1145/2702613.2732886","DOIUrl":"https://doi.org/10.1145/2702613.2732886","url":null,"abstract":"An increase in smartphone use has also led to an increase in overuse or undesirable use in inappropriate settings. As a first step towards moderating these types of problematic smartphone usage, we conducted an exploratory study on the efficacy of using a decisional balancing exercise. The exercise is designed to consider a user's motivation level in terms of intention and readiness to change his/her behavior. Despite a short trial period and small sample size, our results show that users who participated in the decisional balancing exercise were more likely to be receptive to their own intervention methods designed to moderate their smartphone use than those who did not participate. Thus, the results suggest that employing decisional balance exercise has the potential to moderate problematic smartphone usage.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124233566","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":"EdiPulse: Supporting Physical Activity with Chocolate Printed Messages","authors":"R. A. Khot, Ryan Pennings, F. Mueller","doi":"10.1145/2702613.2732761","DOIUrl":"https://doi.org/10.1145/2702613.2732761","url":null,"abstract":"Designing to support physical activity is a growing field of interest in interaction design. However, existing explorations in this area have mostly focused on using screens to graphically report physical activity data such as heart rate. The use of edible mediums such as 3D printed food for representing such data opens up new possibilities and challenges to push the field forward. Supporting this, we present EdiPulse that 3D prints in chocolates, personalized cheerful messages and emoticons, displaying heart rate data from physical activity session. By varying the thickness of the printed letters and emoticons, the system also supports abstract visualization of the heart rate data, while the printed chocolate incentivizes participation in physical activity. Ultimately, with this work, we aim to inspire and guide design thinking on food printing and edible quantified self representations, which we believe opens up new interaction possibilities to support the physical activity experience.","PeriodicalId":142786,"journal":{"name":"Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127727982","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}