J. Molin, Paweł W. Woźniak, C. Lundström, D. Treanor, M. Fjeld
{"title":"Understanding Design for Automated Image Analysis in Digital Pathology","authors":"J. Molin, Paweł W. Woźniak, C. Lundström, D. Treanor, M. Fjeld","doi":"10.1145/2971485.2971561","DOIUrl":"https://doi.org/10.1145/2971485.2971561","url":null,"abstract":"Digital pathology is an emerging healthcare field taking advantage of technology that allows digitization of microscopy images. Such digitization enables the use of automated digital image analysis techniques, which could be beneficial for the diagnostic review and prognosis of a variety of conditions. As yet, human-computer interaction (HCI) issues in this field, which is mostly based on visual analysis, have not been systematically explored. Based on reflecting on the process of designing and deploying systems for digital pathology, we propose a new understanding to design automated tools for such environments. We used meeting minutes, design briefs, interviews, personal notes and other artifacts to conduct a thematic analysis. This enabled us to establish four design considerations for introducing digital image analysis to routine pathology that concern level of detail, verification, communication and transparency.","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":"133569519","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}
Jan Schwarzer, Susanne Draheim, K. Luck, Qi Wang, P. Casaseca-de-la-Higuera, C. Grecos
{"title":"Ambient Surfaces: Interactive Displays in the Informative Workspace of Co-located Scrum Teams","authors":"Jan Schwarzer, Susanne Draheim, K. Luck, Qi Wang, P. Casaseca-de-la-Higuera, C. Grecos","doi":"10.1145/2971485.2971493","DOIUrl":"https://doi.org/10.1145/2971485.2971493","url":null,"abstract":"This paper contributes long-term findings on a custom ambient display solution (Ambient Surfaces) in the informative workspace of co-located agile (Scrum) software development teams. The study is based on the premise that displaying relevant information in a team's informative workspace is beneficial, as it readily provides information of common interest. However, existing research shows a lack of experience with software visualization tools in commercial settings. To our current knowledge, there is no study which examines ambient displays in Scrum teams with a longitudinal approach in order to address challenges in awareness and informal communication. A mixed-methods field study, which began in February 2014, is currently being conducted in cooperation with a medium-sized software company near Hamburg, Germany. Our current findings, which the following addresses, support the value of the Ambient Surfaces as a beneficial tool for Scrum teams.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"28 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":"132660522","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":"Participation Differences in Q&A Sites Across Countries: Opportunities for Cultural Adaptation","authors":"Nigini Oliveira, N. Andrade, Katharina Reinecke","doi":"10.1145/2971485.2971520","DOIUrl":"https://doi.org/10.1145/2971485.2971520","url":null,"abstract":"While the success of online Question & Answer (Q&A) sites relies on user contributions, previous work has shown that the number of contributions varies between countries. What remains unknown is whether this is due to a few people contributing a lot, or whether highly represented countries have a higher percentage of users who are willing to contribute. In this paper, we investigate this question with the goal of identifying opportunities to equalize contributions between countries. Analyzing the data from StackOverflow and Superuser, two popular Q&A sites, we find that the percentage of contributing users significantly varies between 116 countries, and that these differences can be partly explained by a country's national culture and overall English proficiency. We discuss how specific design decisions on these sites, such as the competitive reward mechanism used to encourage contributions, could be changed to encourage currently passive people to contribute.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"49 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":"115903211","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":"Cross Competence Collaboration to Design for Inclusion","authors":"Maria Spante, Karl Alfredsson","doi":"10.1145/2971485.2987672","DOIUrl":"https://doi.org/10.1145/2971485.2987672","url":null,"abstract":"The aim of the workshop is to co-create different types of collaborative elements, models and strategies for inclusion in schools and for learning in other settings. Participants from a variety of organizations are invited: game designers; drama, history, and social science teachers; principals; school developers; writers; theater professionals'; and researchers in interaction, design and digital literacy. Our ambition is to share place-bounded experiences and ideas among various competence groups focusing on design for inclusion. All schools and all settings have their own possibilities and challenges. These possibilities and challenges need to be addressed in a game design that builds upon students' interaction with society, other students and different digital technologies. The expected results from the workshops will include heightened sensitivity to the need for cross-competence collaboration in design processes to support student-driven content creation with digital media.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"6 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":"123933667","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. Bødker, Henrik Korsgaard, Peter Lyle, J. Saad-Sulonen
{"title":"Happenstance, Strategies and Tactics: Intrinsic Design in a Volunteer-based Community","authors":"S. Bødker, Henrik Korsgaard, Peter Lyle, J. Saad-Sulonen","doi":"10.1145/2971485.2971564","DOIUrl":"https://doi.org/10.1145/2971485.2971564","url":null,"abstract":"This paper presents the study of a volunteer community, its technologies, and the processes in and through which it develops, sustains and makes its community artifact ecology work. Based on previous work proposing the concept of community artifact ecology as a way of understanding the constellation of technologies a community owns, has access to and uses in their practices, we examine the dynamics and development of such a community artifact ecology in detail. The findings indicate that in volunteer communities developing a working community artifact ecology is a process mixing happenstance, community strategies and everyday tailoring and appropriation tactics. Additionally, much of the design and infrastructuring work in shaping the community artifact ecology and making it work both blurs with use and can be considered as intrinsic design as it is conducted by members of the community, with no input from the outside. Based on the empirical findings we expand on multiple positions within the theoretical space of design-in-use and intrinsic practice transformation mediated by technology and conclude with a more multi-faceted understanding of the shaping of technology in volunteer-based communities.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"4 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":"128518489","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}
Anders Bruun, E. Law, Matthias Heintz, P. S. Eriksen
{"title":"Asserting Real-Time Emotions through Cued-Recall: Is it Valid?","authors":"Anders Bruun, E. Law, Matthias Heintz, P. S. Eriksen","doi":"10.1145/2971485.2971516","DOIUrl":"https://doi.org/10.1145/2971485.2971516","url":null,"abstract":"Asserting emotions through free-recall is commonly used to evaluate user experience (UX) of interactive systems. From psychology we know that free-recall of emotions leads to a significant memory bias where participants rely on a few of the most intense episodes when asserting an overall experience. It is argued that cued-recall can reduce the memory bias in UX evaluations. Yet, this has not been studied empirically. We present a systematic empirical study based on 38 participants. We measured emotions in terms of objective galvanic skin responses (GSR) and subjective Self-Assessment Manikin (SAM) ratings. We found significant correlations between emotions experienced in real-time and those experienced during cued-recall. This validates the use of cued-recall for UX evaluations. An implication is that HCI researchers and practitioners now have cued-recall as an alternative that significantly reduces the memory bias and enables highly detailed measurements of emotions while not disturbing participants during system interaction.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"16 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":"129622928","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":"Probing Human-Soundscape Interaction Using Observational User Experience Methods","authors":"Selman Yücetürk, M. Obaid, A. Yantaç","doi":"10.1145/2971485.2971495","DOIUrl":"https://doi.org/10.1145/2971485.2971495","url":null,"abstract":"Sound, whose perception depends on spatial, temporal and cognitive factors, is an intangible issue within interaction design. It is not very easy for interaction designers to explore, understand, or ideate on this intangible and complex phenomenon as they mostly rely on visual language, sketches, or physical prototypes. In this paper, we present initial insights to the design of an interactive mediated sound reality system, which refines the users' interaction with a soundscape. The main contribution of this study is the insights gathered through the use of three observational user experience (UX) methods: (1) note- taking in soundwalks; (2) soundscape visualization; (3) auditory journey maps to overcome the above-mentioned difficulty in rationalizing the intangibility of human- soundscape interaction with focusing, recording and reflecting spatial, temporal and interactive aspects of soundscape.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"34 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":"130162725","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":"Understanding Fidget Widgets: Exploring the Design Space of Embodied Self-Regulation","authors":"M. Karlesky, K. Isbister","doi":"10.1145/2971485.2971557","DOIUrl":"https://doi.org/10.1145/2971485.2971557","url":null,"abstract":"We argue that embodied self-regulation---managing attention and emotion through physical activity---is an underexplored opportunity for HCI researchers and practitioners. We present research exploring the self-regulation design space through the use of Fidget Widgets---objects manipulated with the hands alongside daily deskwork. Through a novel qualitative study method we collected 132 exemplars of these behaviors and objects. We employed Tumblr, a social media site, as a formative research instrument and used a grounded theory approach to reveal patterns in physical properties and use. Submissions were markedly varied and included evocative, colorful descriptors such as \"crinkly\", \"squishy\", and \"clickyclackety\" revealing a sensory experience and desires far different than those typically associated with computational work. Our analysis of the submissions revealed evidence of self-regulation towards achieving calm, focus, and creativity; additionally, design opportunities in somesthetics and social context emerged. Our ongoing research has implications for HCI practitioners working in tangible computing and peripheral interaction as well as for those supporting wellbeing through interactive technology design.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"108 379-380","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114099855","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":"Reward-based vs. Social Gamification: Exploring Effectiveness of Gamefulness in Public Participation","authors":"Sarah-Kristin Thiel","doi":"10.1145/2971485.2996739","DOIUrl":"https://doi.org/10.1145/2971485.2996739","url":null,"abstract":"In the last decades, there has been a plethora of research on how to foster public participation. Recently, academia started to experiment with gamification aiming to design participation platforms more engaging as well as attract more citizens. In this paper we analyze the effects of game-inspired elements when applied in public participation applications. In particular, we focus on two types of gamification, namely reward-based gamification and social gamification. Our results suggests that while not everyone perceives gamifying participation as appropriate, social gamification has a greater potential of motivating citizens to become engaged. At the same time, we found no indications that gamification decreases the quality of participation.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"20 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":"121059705","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":"CapCodes: Capacitive 3D Printable Identification and On-screen Tracking for Tangible Interaction","authors":"T. Götzelmann, D. Schneider","doi":"10.1145/2971485.2971518","DOIUrl":"https://doi.org/10.1145/2971485.2971518","url":null,"abstract":"Electronic markers can be used to link physical representations and virtual content for tangible interaction, such as visual markers commonly used for tabletops. Another possibility is to leverage capacitive touch inputs of smartphones, tablets and notebooks. However, existing approaches either do not couple physical and virtual representations or require significant post-processing. This paper presents and evaluates a novel approach using a coding scheme for the automatic identification of tangibles by touch inputs when they are touched and shifted. The codes can be generated automatically and integrated into a great variety of existing 3D models from the internet. The resulting models can then be printed completely in one cycle by off-the-shelf 3D printers; post processing is not needed. Besides the identification, the object's position and orientation can be tracked by touch devices. Our evaluation examined multiple variables and showed that the CapCodes can be integrated into existing 3D models and the approach could also be applied to untouched use for larger tangibles.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"39 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":"122483014","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}