Timothy R. Amidon, Lora Arduser, Catherine C. Gouge, Les Hutchinson, John Jones, N. Jones, Krista Kennedy, Tiffany Lipsey, K. Moore, M. Novotny, Candice A. Welhausen
{"title":"Examining usability in the communication design of health wearables","authors":"Timothy R. Amidon, Lora Arduser, Catherine C. Gouge, Les Hutchinson, John Jones, N. Jones, Krista Kennedy, Tiffany Lipsey, K. Moore, M. Novotny, Candice A. Welhausen","doi":"10.1145/3121113.3121226","DOIUrl":"https://doi.org/10.1145/3121113.3121226","url":null,"abstract":"This panel consists of six case studies that investigate how emerging contexts for use created by health wearables present UX designers with challenges related to agency, surveillance, and health outcomes, as wearables assess the body in new, potentially unforeseen ways.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124977602","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}
Shaun Johansen, Binod Sundararajan, Paul F. Armstrong
{"title":"Building an historical GIS platform from archival data: the creation of dynamic databases for visualization of historical GIS information","authors":"Shaun Johansen, Binod Sundararajan, Paul F. Armstrong","doi":"10.1145/3121113.3121232","DOIUrl":"https://doi.org/10.1145/3121113.3121232","url":null,"abstract":"We describe our efforts to create an Historical GIS platform for genealogical data in Nova Scotia. To build a demonstrable prototype, we use historical data from two communities, the \"Old North End\" of Halifax, and \"Durham Village\" in Pictou County. With the initial time set at 1881, these communities are considerably different in character on the urban/rural axis, by occupation, ethnicity, religion, and household composition. The data we have been compiling include (a) household-level geographic coordinates, (b) 1881 directory and census data, and (c) photographic images. The full-scale platform will utilize the archival records and output of the various community-based historical and genealogical groups around the province. We have conducted several sub-projects to develop the programming for joining arbitrary data from disparate research groups, and will report on how this approach can be used \"to connect content and UX design practices to local contexts/local communities.\"","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128360232","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}
C. Costa, M. Aparicio, Sofia Aparicio, J. T. Aparício
{"title":"Gamification usage ecology","authors":"C. Costa, M. Aparicio, Sofia Aparicio, J. T. Aparício","doi":"10.1145/3121113.3121205","DOIUrl":"https://doi.org/10.1145/3121113.3121205","url":null,"abstract":"Gamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. However, we need to understand to what extent it is studied in academic context. We present a bibliographic study on gamification research, by identifying publications trends. This paper presents the gamification related areas, result from a publication keyword analysis of the scientific publications on gamification. In this paper, we also identify the game elements, game mechanics, and game dynamics, used as part of any gamification implementation. In this study are also present the most used gamification theoretical models.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126821611","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":"Designing for engagement: using participatory design to develop a social robot to measure teen stress","authors":"E. Rose, Elin A. Björling","doi":"10.1145/3121113.3121212","DOIUrl":"https://doi.org/10.1145/3121113.3121212","url":null,"abstract":"While scholars in technical communication have examined on theoretical concerns of post humanism, less work has focused on designing for engaging experiences between humans and nonhuman agents like robots. In this research article, we present findings from a project investigating the possibility of designing a social robot to help measure teen stress. To explore design possibilities, we conducted a series of participatory design sessions with teens to envision the design of a social robot to measures stress. The findings from the study include how teens react to existing robots, how teens conceptualize robots that might live in their schools through storyboarding and group discussion, and reactions to an emerging design of a low fidelity robot. In our discussion, we reflect on implications for designing social robots for and with teens, considerations for studying engaging relationships, and reflections on methodological choices of participatory design.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115614705","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":"Digging text viz: an archaeological review of ACM digital library text visualizations publications (1991 -- 2003)","authors":"Ryan M. Omizo, W. Hart-Davidson","doi":"10.1145/3121113.3121221","DOIUrl":"https://doi.org/10.1145/3121113.3121221","url":null,"abstract":"Text visualization is a rapidly growing area of research and practice in the design of communication [1]. But, as text analysis and particularly big data techniques, become more useful across knowledge domains, text visualization will become less of a specialty area and more of a crucial aspect of everyday work. This paper offers an integrated review of 42 text visualization projects published by an Association for Computing Machinery organization and hosted in the Association for Computing Machinery Digital Library from 1991--2003. This survey will trace trends in text visualizations projects that specifically apply to the work of designers, user experience researchers, technical communicators and provide a view of the current state of text visualization to better approach evolving frameworks and methods to conduct analysis.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117052033","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":"The cycletron: an experiment in the topological visualization of text","authors":"Ryan M. Omizo, W. Hart-Davidson","doi":"10.1145/3121113.3121235","DOIUrl":"https://doi.org/10.1145/3121113.3121235","url":null,"abstract":"This poster demonstrates the use of an experimental web application, the Cycletron, for the rhetorical analysis of written discourse. The Cycletron is conceptually parallel to a tool like Google's n-gram viewer [1] in that it allows users to track the usage of key terms in a text. The Cycletron departs from the n-gram viewer in its use of network graph centrality measures to identify these key terms in a natural language text and its novel visualization of results, which at root, attempts to disentangle and flatten the complexity of the network graph representations offered by tools such as Gephi. The development of the Cycletron was informed Bakhtin's [3] theory of dialogism, Ridolfo and DeVoss' [4] theory on rhetorical velocity, network graph theory, and North American genre theory. Consequently, this article will explain how theory and design cohere in the Cycletron app and argue for its theory-building.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"358 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116683445","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":"Increasing ethical awareness in [future] software developers using audience-based writing","authors":"Michelle Trim","doi":"10.1145/3121113.3121219","DOIUrl":"https://doi.org/10.1145/3121113.3121219","url":null,"abstract":"This report presents an experiment using a cross-over assignment between an upper-level writing course and a first-year seminar, both required undergraduate computer science courses at a large research university. Logistical challenges and lessons learned are described. Inspired by increased attention to ethics within the computer science academic community and technical communication scholarship connecting power, ethics, and user-centered technology, this writing activity asks students to evaluate and explain a user's risk after a breach or exploit. I argue that the rhetorical concepts of audience and nomos are effective vehicles for engaging students toward a more user-focused ethical awareness within a computer science context. In his recent Call to Action, Wolf (Vice Chair of ACM's Committee on Professional Ethics) echoes this need to complicate an understanding of users with an ethical focus, quoting Updated Code Imperative 3.4: \"The needs of people---including users ... should always be a central concern in professional computing [1].\"","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133777756","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":"Redesigning educational dashboards for shifting user contexts","authors":"Emily Manwaring, J. Noelle Carter, K. Maynard","doi":"10.1145/3121113.3121210","DOIUrl":"https://doi.org/10.1145/3121113.3121210","url":null,"abstract":"In 2016, Imagine Learning (an edTech company that serves K-6 students) designed and developed educational dashboards to display student performance, usage, intervention, and assessment data---from high-level district aggregations to individual student metrics---to educators at all administrative levels. This experience report outlines how a cross-functional team uncovered silent and spoken user contexts and needs, conducted iterative UX design cycles with input from stakeholders and user types, introduced reusable design patterns, optimized data warehousing to accommodate increasing data demands, and layered instruction to the user throughout the interface. It discusses team construction and processes, focusing on the Lean UX and Scrum software development methodologies, and concludes with reflections and implications for other teams. This report will be of interest to technical communication and UX professionals in both practice and academia as a case study of how companies discover and address shifting contexts through product design research, UX design, software architecture, and user instruction.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129818821","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":"Leveraging industry onboarding materials in the curriculum","authors":"Stanley Doherty","doi":"10.1145/3121113.3121241","DOIUrl":"https://doi.org/10.1145/3121113.3121241","url":null,"abstract":"Delivers a resource-sharing project between undergraduate technical writing programs and industry technical documentation groups that provides: 1) Crisp descriptions of the top five content development skills, 2) Industry college-hire and new-employee training materials (conceptuals), 3) Real-world, sample technical content in substantial breadth and depth, 4) Multiple content markup formats (Word, Markdown, XML DITA), 5) Detailed writing exercises based on the sample content and assessment guidelines, and 6) Community-sourced content development, maintenance, and curation (GitHub).","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124772309","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":"Tracing player experience: a content analysis of player feedback tickets","authors":"Luke Thominet","doi":"10.1145/3121113.3121218","DOIUrl":"https://doi.org/10.1145/3121113.3121218","url":null,"abstract":"In open development, video game developers publicly release incomplete games to gather feedback during the development process. They use a range of tools to capture and analyse this feedback. This paper uses content analysis to examine the feedback from an in-game feedback widget with the goal of understanding how player experience shifts during open game development.","PeriodicalId":159144,"journal":{"name":"Proceedings of the 35th ACM International Conference on the Design of Communication","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114529260","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}