F. Lachner, Philipp Naegelein, R. Kowalski, Martin Spann, A. Butz
{"title":"Quantified UX: Towards a Common Organizational Understanding of User Experience","authors":"F. Lachner, Philipp Naegelein, R. Kowalski, Martin Spann, A. Butz","doi":"10.1145/2971485.2971501","DOIUrl":"https://doi.org/10.1145/2971485.2971501","url":null,"abstract":"User Experience (UX) is increasingly being recognized as an important factor for the commercial success of digital products. In fact, it has become a buzzword, which is interpreted differently by different parties. This lack of common understanding inevitably leads to misunderstandings and inefficiency in industrial practice. We therefore propose a quantifiable way of describing User Experience (QUX). Based on the analysis of 84 UX evaluation methods, a sample of UX characteristics from literature, and 24 interviews with experts from academia and practice, we propose a formalism and a corresponding tool to measure, visualize, and communicate a product's UX within organizations. We showcase the benefits of our approach by integrating it into the product development processes of companies from three different industries.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"15 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":"115145341","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":"Investigating Screen Shifting Techniques to Improve One-Handed Smartphone Usage","authors":"Huy Viet Le, Patrick Bader, T. Kosch, N. Henze","doi":"10.1145/2971485.2971562","DOIUrl":"https://doi.org/10.1145/2971485.2971562","url":null,"abstract":"With increasingly large smartphones, it becomes more difficult to use these devices one-handed. Due to a large touchscreen, users can not reach across the whole screen using their thumb. In this paper, we investigate approaches to move the screen content in order to increase the reachability during one-handed use of large smartphones. In a first study, we compare three approaches based on back-of-device (BoD) interaction to move the screen content. We compare the most preferred BoD approach with direct touch on the front and Apple's Reachability feature. We show that direct touch enables faster target selection than the other approaches but does not allow to interact with large parts of the screen. While Reachability is faster compared to a BoD screen shift method, only the BoD approach makes the whole front screen accessible.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"57 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":"132645897","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}
Andreas Reichinger, Svenja Schröder, Christian Löw, Samantha Sportun, P. Reichl, W. Purgathofer
{"title":"Spaghetti, Sink and Sarcophagus: Design Explorations of Tactile Artworks for Visually Impaired People","authors":"Andreas Reichinger, Svenja Schröder, Christian Löw, Samantha Sportun, P. Reichl, W. Purgathofer","doi":"10.1145/2971485.2996471","DOIUrl":"https://doi.org/10.1145/2971485.2996471","url":null,"abstract":"Technology holds significant value for supporting visually impaired people in experiencing cultural heritage. Creating tactile adaptions of artifacts or paintings is a challenging task that comprises the need for a careful surface design, a good choice of material and interaction design sensible to the needs and abilities of the target group. This work presents three design explorations aiming at better understanding material qualities and effective interaction modalities. Along with a description of the design explorations, we present feedback from visually impaired museum visitors collected in field trials.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"278 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":"114481727","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":"Automatically Adapting Home Lighting to Assist Visually Impaired Children","authors":"Euan Freeman, Graham A. Wilson, S. Brewster","doi":"10.1145/2971485.2996742","DOIUrl":"https://doi.org/10.1145/2971485.2996742","url":null,"abstract":"For visually impaired children, activities like finding everyday items, locating favourite toys and moving around the home can be challenging. Assisting them during these activities is important because it promotes independence and encourages them to use and develop their remaining visual function. We describe our work towards a system that adapts the lighting conditions at home to help visually impaired children with everyday tasks. We discuss scenarios that show how they may benefit from adaptive lighting, report on our progress and describe our planned future work and evaluation.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"103 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":"117311934","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":"Mapping the IoT: Co-design, Test and Refine a Design Framework for IoT Products","authors":"Ilaria Vitali, V. Rognoli, V. Arquilla","doi":"10.1145/2971485.2987681","DOIUrl":"https://doi.org/10.1145/2971485.2987681","url":null,"abstract":"The Internet of Things is seen as a relevant driver of change in how everyday life will be shaped through technology. Since more and more products are designed to be connected and new smart objects are entering the global market, it is the right time to introduce a more critical design approach. As users we are witnessing a proliferation of app-based tech gadgets in which network technology is considered as products' core element, while the tangible aspects and sensorial qualities of the interaction provided by those are often left out. Therefore, seems relevant the necessity to define an approach to guide the design of this new class of products. This workshop addresses the need to reflect on how IoT products could be analyzed from a product design perspective. The aim is to identify a broad shared framework to examine and map them, that can be later used as a guideline generator for future design processes focused on IoT devices. Practitioners, researchers and professionals in the fields of HCI, industrial/interaction design, and technology are invited to join the workshop that will be divided in two key moments. First, they will be asked to elaborate on the topic, introduce their case studies and personal experiences. Consequently, to facilitate the co-design phase, an hands on approach will be taken via the \"Mapping The IoT Toolkit\". Participants will apply, test and freely modify the set of given tools in order to critically inspect, map, and design concept for new connected products.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"656 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":"123352994","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}
Thilina Halloluwa, Dhaval Vyas, Hakim Usoof, K. Hewagamage, T. Sahama
{"title":"Gamifying Mathematics for Primary Students in Rural Sri Lanka","authors":"Thilina Halloluwa, Dhaval Vyas, Hakim Usoof, K. Hewagamage, T. Sahama","doi":"10.1145/2971485.2971522","DOIUrl":"https://doi.org/10.1145/2971485.2971522","url":null,"abstract":"Tablet computers can be an effective tool to improve education. While there is an abundance of studies showcasing the use of tablets for education in the developed countries, such a use of tablets is under-studied in the developing countries. In this paper we present the findings of a study done in rural Sri Lanka, which aimed at developing a grounded understanding on how students and teachers use gamified mobile applications to learn mathematics in the classroom environment. We carried out an ethnographic study over two weeks with grade three (8 year old) students in two different schools. Our preliminary results show that there is a positive impact on students' as well as teachers' motivations and the students approach towards learning changed in to a student centric one. We have identified design issues in our gamified mobile application and aspects of designing interactions for teaching and learning in a technologically-enhanced environment in a rural setting.","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":"125040244","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}
Vanessa Cobus, Nikolai Bräuer, Armin Pistoor, H. Precht, Abdallah El Ali, Susanne CJ Boll
{"title":"Badum Tss!: A DIY Paper-based Interaction to Augment Everyday Situations with Sound Effects","authors":"Vanessa Cobus, Nikolai Bräuer, Armin Pistoor, H. Precht, Abdallah El Ali, Susanne CJ Boll","doi":"10.1145/2971485.2996729","DOIUrl":"https://doi.org/10.1145/2971485.2996729","url":null,"abstract":"The DIY rollable soundboard is a paper-based instant button device, driven by a Raspberry Pi that allows for easily creating simple sound effects. With sound effects like a Badum Tss (the sound of drums which often appears for a bad joke in comedy shows), it augments everyday situations with a suitable sound while users are on the go. Since paper is quiet cheap and almost readily available, paper does not cause any inhibitions to touch it and create sounds. Unlike a simple instant button application on a private smartphone, the rollable soundboard invites people to explore it and to entertain their social environment. In this paper, we describe the design process for the development of a rollable, portable soundboard from the conceptual design down to the functional prototype and first usability tests, and discuss relevant areas of future work.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"60 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":"123022761","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":"A Large-Scale Design Thinking Project Seen from the Perspective of Participants","authors":"Christian Dindler, E. Eriksson, P. Dalsgaard","doi":"10.1145/2971485.2971559","DOIUrl":"https://doi.org/10.1145/2971485.2971559","url":null,"abstract":"Design thinking is increasingly being used as an approach to facilitate participatory organizational change. However, we know little about how such processes are experienced by the people who participate in them. In this paper, we therefore present a case study of the participants' perspective in a large-scale design thinking project in a public library. The project embodies a series of issues that arise when design thinking approaches are applied to large-scale, IT-oriented design projects. The study is based on interviews and observations conducted before, during and after the project, and the findings from the study focus on how results from design thinking projects are (or are not) implemented in organizations, what it takes to be \"a good participant\", how vague project objectives can create both motivation and frustration, and how the potentially stressful experiences of working in organizations that undergo constant transformations affect project participants.","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":"124886568","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}
Ilhan Aslan, I. Buchwald, Philipp Koytek, E. André
{"title":"Pen + Mid-Air: An Exploration of Mid-Air Gestures to Complement Pen Input on Tablets","authors":"Ilhan Aslan, I. Buchwald, Philipp Koytek, E. André","doi":"10.1145/2971485.2971511","DOIUrl":"https://doi.org/10.1145/2971485.2971511","url":null,"abstract":"In this paper, we report on a series of studies, exploring the potential of pen and mid-air input on tablets. We describe a field study with an early prototype of a drawing application and follow-up inquiries, such as the development and comparison of gesture sets for pen and mid-air input and pen and multi-touch input with users in a lab environment. Overall, our results suggest that pen and mid-air input should be offered to complement traditional pen and multi-touch input on tablets. We illustrate the final user-defined gestures set for pen and mid-air input and discuss how user preferences of mid-air gestures over touch gestures seem to depend on the complexity of operations and the need of additional menus on the screen.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"98 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":"131592505","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":"Webpage Aesthetics: One Size Doesn't Fit All","authors":"Aliaksei Miniukovich, A. D. Angeli","doi":"10.1145/2971485.2971544","DOIUrl":"https://doi.org/10.1145/2971485.2971544","url":null,"abstract":"Webpages vary drastically in their look and feel: the presence of images is a major discriminating factor. Some webpages contain mainly text; others exploit flashy ads and a variety of eye-catching pictures. In this paper, we investigate the impact of graphics on webpage aesthetics perception and computation. We split webpages in three categories -- small, moderate and high amount of graphics -- and analyzed how different visual features predicted aesthetics for the different categories. Significant between-category differences were found, e.g., the amount of white space decreased aesthetics for the high-graphic webpages, but not for other webpages; more on-page main colors increased aesthetics for the low-graphic webpages, but decreased for the high-graphic webpages. We suggest future research investigates separately webpages with low and high graphic amount. No single improvement recipe may exist for all webpages; a more fruitful strategy would be suggesting different improvements for different types of webpages.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"210 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":"116525851","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}