{"title":"How Do Novice Older Users Evaluate and Perform Mid-Air Gesture Interaction for the First Time?","authors":"A. Cabreira, F. Hwang","doi":"10.1145/2971485.2996757","DOIUrl":"https://doi.org/10.1145/2971485.2996757","url":null,"abstract":"Mid-air gesture interaction is often considered as a \"natural\" and \"intuitive\" input method, however, there has been little investigation of how older adults perceive and interact with these interfaces. We report the preliminary results of an experiment in which 20 younger and 20 older adults, without previous experience of gesturing in the air, are asked to perform 15 commonly used gestures and complete 5 computer tasks using mid-air gestures. We aim to learn how each age group engages with mid-air gestures regarding perceived easiness, confidence, intention of use and physical effort.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129206651","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}
B. R. Barricelli, G. Fischer, D. Fogli, A. Mørch, A. Piccinno, S. Valtolina
{"title":"Cultures of Participation in the Digital Age: From \"Have to\" to \"Want to\" Participate","authors":"B. R. Barricelli, G. Fischer, D. Fogli, A. Mørch, A. Piccinno, S. Valtolina","doi":"10.1145/2971485.2987668","DOIUrl":"https://doi.org/10.1145/2971485.2987668","url":null,"abstract":"New levels of personalization and engagement with software systems (e.g. smart phones, social media) can boost users' interest to become part of small scale or large-scale design processes. It is through active and engaged participation that socio-technical solutions help lay the foundation for lifelong learning and design. \"Do It Yourself\" solutions ignite people's natural desire to explore and discover. Starting from these considerations and the results of the previous workshops on \"Cultures of Participation in the Digital Age\", the 4th CoPDA workshop at NordiCHI'16 explored theories, frameworks, systems, and experiences in order to understand and support what encourages users from wanting to participate rather than having to participate. We invited researchers and practitioners to discuss and exchange experiences with learning and working environments where people are encouraged to explore their unique talents and interests, and where designers are facilitators of the creative design process by providing the right context and tools for ordinary users and end-user developers. The focus on \"wanting to participate\" was aimed at enabling the design of products and services more effectively, while improving and developing user's skills in problem solving, decision making, collaboration, and communication.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130583691","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":"NOSE: Improving Patient-Doctor Communication in Rhinoplasty","authors":"Jonathan Huyghe, Arne Jansen, Jan Derboven","doi":"10.1145/2971485.2996720","DOIUrl":"https://doi.org/10.1145/2971485.2996720","url":null,"abstract":"This paper describes the outcome of the NOSE project and the demonstrator application that was developed within the project. During the planning stage of rhinoplasty, or nose surgery, important decisions need to be made by both surgeon and patient regarding the desired outcome. In this stage, the patients' needs and expectations can be both subjective and difficult to convey, while the surgeon also needs tools to express the surgical possibilities. Our demo shows a system that uses 3D scans of the patient's nose, allowing surgeons to visualize possible surgical outcomes, and empowering patients in communicating their needs and expectations by offering a secondary patient display.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121489375","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}
Michael W. Strandby, Magnus K. Szatkowski, Jonas L. Petersen, Asger Storebjerg, Christian Dindler, T. Ryan
{"title":"URBAN FIFA: Augmenting Social Sports with Video Game Elements","authors":"Michael W. Strandby, Magnus K. Szatkowski, Jonas L. Petersen, Asger Storebjerg, Christian Dindler, T. Ryan","doi":"10.1145/2971485.2996473","DOIUrl":"https://doi.org/10.1145/2971485.2996473","url":null,"abstract":"We present the design and evaluation of Urban FIFA, which explores the idea of bringing elements from the FIFA video game into a physical setting and how this affects the game experience. The design was realised by taking three core elements from FIFA15™; the game setup, the scoreboard and the soundscape, and applying these in a physical indoor football arena. Our evaluation focuses on how the installation altered the structural, social- and performative aspects of the experience, and suggests that implementing simple digital elements can significantly transform the experience of social sports. Moreover, our study suggests several future design opportunities and warrants further research on the effects of augmenting social sports with content and techniques appropriated from video games.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"72-73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124503165","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":"Involving Citizens in Open Innovation Process by Means of Gamification: the Case of WeLive","authors":"S. Kauppinen, S. Luojus, J. Lahti","doi":"10.1145/2971485.2971526","DOIUrl":"https://doi.org/10.1145/2971485.2971526","url":null,"abstract":"Citizens' participation in an open innovation process enables them to express their needs and wishes for new kinds of public services. However, the challenge for citizens' participation in the open innovation process is finding methods and ways of working that familiarize the participants with new complex concepts. Also, the challenge is to make the participants' tacit knowledge visible. Design games aim at creating a forum for the meeting of users and designers as well as providing tools for making the empirical tacit knowledge visible. This paper introduces the WeLive design game that aims to help participants in co-design workshops to innovate and develop more concrete and detailed digital service concepts that utilize open data. The WeLive design game was evaluated and used in eight workshops and in total 147 persons took part. The results highlight that design game is an excellent method to involve citizens to the open innovation process and ease their abilities to understand new concepts like open data and form coherent public digital service concepts.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126283147","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}
Miriam Greis, Passant El Agroudy, Hendrik Schuff, Tonja Machulla, A. Schmidt
{"title":"Decision-Making under Uncertainty: How the Amount of Presented Uncertainty Influences User Behavior","authors":"Miriam Greis, Passant El Agroudy, Hendrik Schuff, Tonja Machulla, A. Schmidt","doi":"10.1145/2971485.2971535","DOIUrl":"https://doi.org/10.1145/2971485.2971535","url":null,"abstract":"In everyday life, people regularly make decisions based on uncertain data, e.g., when using a navigation device or looking at the weather forecast. In our work, we compare four representations that communicate different amounts of uncertainty information to the user. We compared them in a study by publishing a web-based game on Facebook. In total, 44 users played 991 turns. We analyzed the turns by logging game metrics such as the gain per turn and included a survey element. The results show that abundance of uncertainty information leads to taking unnecessary risks. However, representations with aggregated detailed uncertainty provide a good trade-off between being understandable by the players and encouraging medium risks with high gains. Absence of uncertainty information reduces the risk taking and leads to more won turns, but with the lowest money gain.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128027848","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}
Teng Han, David Ahlström, Xing-Dong Yang, A. Byagowi, Pourang Irani
{"title":"Exploring Design Factors for Transforming Passive Vibration Signals into Smartwear Interactions","authors":"Teng Han, David Ahlström, Xing-Dong Yang, A. Byagowi, Pourang Irani","doi":"10.1145/2971485.2971558","DOIUrl":"https://doi.org/10.1145/2971485.2971558","url":null,"abstract":"Vibrational signals that are generated when a finger is swept over an uneven surface can be reliably detected via low-cost sensors that are in proximity to the interaction surface. Such interactions provide an alternative to touchscreens by enabling always-available input. In this paper we demonstrate that Inertial Measurement Units (known as IMUs) embedded in many off-the-shelf smartwear are well suited for capturing vibrational signals generated by a user's finger swipes, even when the IMU appears in a smartring or smartwatch. In comparison to acoustic based approaches for capturing vibrational signals, IMUs are sensitive to a vast number of factors, both, in terms of the surface and swipe properties, when the interaction is carried out. We contribute by examining the impact of these surface and swipe properties, including surface or bump height and density, surface stability, sensor location, swipe style, and swipe direction. Based on our results, we present a number of usage scenarios to demonstrate how this approach can be used to provide always-available input for digital interactions.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125488159","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":"Loyalty Theory Flashcards as a Design Tool in a Design Research Project: A Case Study of the Food Delivery App.","authors":"J. Rutkowska, Olga Banka, Zuzanna Wodyk, D. Lamas","doi":"10.1145/2971485.2995351","DOIUrl":"https://doi.org/10.1145/2971485.2995351","url":null,"abstract":"In design practice we can find numerous design tools in the form of cards. Their role is to bring an inspiration and innovation to the design process. This case study presents how the application of Loyalty Theory Flashcards facilitated incorporation of theory in design research project conducted for an online food-ordering app. We discuss different roles of cards at consecutive stages of design research project. The paper ends with a discussion on using existing cards vs. self-created cards.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131462340","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":"Politics at Home: Second Screen Behaviours and Motivations During TV Debates","authors":"K. Gorkovenko, N. Taylor","doi":"10.1145/2971485.2971514","DOIUrl":"https://doi.org/10.1145/2971485.2971514","url":null,"abstract":"The use of peripheral devices or second screens to access social media and other content is now a common activity during televised political debates. Based on a study conducted during the 2015 UK General Election debates, this paper explores attitudes and practices around such usage. Through the use of home observations and semi-structured interviews of 18 participants, we focus on the motivations that the participants had for using second screens, capturing both fulfilled and unfulfilled needs. Based on the results, we suggest future directions for research that may further support online political discourse and we identify the potential need to rethink the implied hierarchy of the phrase second screens.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"33 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132241715","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. Kleanthous, M. Michael, G. Samaras, Eleni Christodoulou
{"title":"Transactive Memory in Task-Driven 3D Virtual World Teams","authors":"S. Kleanthous, M. Michael, G. Samaras, Eleni Christodoulou","doi":"10.1145/2971485.2996728","DOIUrl":"https://doi.org/10.1145/2971485.2996728","url":null,"abstract":"Collaboration and knowledge sharing in small teams is very usual not only in education but also in industry, in gaming and in our lives. Interdisciplinary teams are formed and their members are expected to collaborate, exploit their capabilities and know-how towards achieving a common goal. In this work we explore whether parameters associated with the development of Transactive Memory System (TMS) can be reflected in a 3D virtual world. People from diverse background and profession brought together in teams to work towards completing an assigned task within a 3D virtual world. The results show strong associations between the parameters of a TMS, collaboration activities and communication scales examined.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130457357","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}