{"title":"Food messaging: using edible medium for social messaging","authors":"Jun Wei, Xiaojuan Ma, Shengdong Zhao","doi":"10.1145/2556288.2557026","DOIUrl":"https://doi.org/10.1145/2556288.2557026","url":null,"abstract":"Food is more than just a means of survival; it is also a form of communication. In this paper, we investigate the potential of food as a social message carrier (a.k.a., food messaging). To investigate how people accept, use, and perceive food messaging, we conducted exploratory interviews, a field study, and follow-up interviews over four weeks in a large information technology (IT) company. We collected 904 messages sent by 343 users. Our results suggest strong acceptance of food messaging as an alternative message channel. Further analysis implies that food messaging embodies characteristics of both text messaging and gifting. It is preferred in close relationships for its evocation of positive emotions. As the first field study on edible social messaging, our empirical findings provide valuable insights into the uniqueness of food as a message carrier and its capabilities to promote greater social bonding.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85105868","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. Kangas, Deepak Akkil, Jussi Rantala, Poika Isokoski, P. Majaranta, R. Raisamo
{"title":"Gaze gestures and haptic feedback in mobile devices","authors":"J. Kangas, Deepak Akkil, Jussi Rantala, Poika Isokoski, P. Majaranta, R. Raisamo","doi":"10.1145/2556288.2557040","DOIUrl":"https://doi.org/10.1145/2556288.2557040","url":null,"abstract":"Anticipating the emergence of gaze tracking capable mobile devices, we are investigating the use of gaze as an input modality in handheld mobile devices. We conducted a study of combining gaze gestures with vibrotactile feedback. Gaze gestures were used as an input method in a mobile device and vibrotactile feedback as a new alternative way to give confirmation of interaction events. Our results show that vibrotactile feedback significantly improved the use of gaze gestures. The tasks were completed faster and rated easier and more comfortable when vibrotactile feedback was provided.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"142 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80611932","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. Hong, Yea-Seul Kim, Jong-Chul Yoon, Cecilia R. Aragon
{"title":"Traffigram: distortion for clarification via isochronal cartography","authors":"S. Hong, Yea-Seul Kim, Jong-Chul Yoon, Cecilia R. Aragon","doi":"10.1145/2556288.2557224","DOIUrl":"https://doi.org/10.1145/2556288.2557224","url":null,"abstract":"Most geographic maps visually represent physical distance; however, travel time can in some cases be more important than distance because it directly indicates availability. The technique of creating maps from temporal data is known as isochronal cartography, and is a form of distortion for clarification. In an isochronal map, congestion expands areas, while ideal travel conditions make the map shrink in comparison to the actual distance scale of a traditional map. Although there have been many applications of this technique, detailed user studies of its efficacy remain scarce, and there are conflicting views on its practical value. To attempt to settle this issue, we utilized a user-centered design process to determine which features of isochronal cartography might be most usable in practice. We developed an interactive cartographic visualization system, Traffigram, that features a novel combination of efficient isochronal map algorithms and an interface designed to give map users a quick and seamless experience while preserving geospatial integrity and aesthetics. We validated our design choices with multiple usability studies. We present our results and discuss implications for design.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"142 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80612153","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":"Quantifying visual preferences around the world","authors":"Katharina Reinecke, Krzysztof Z Gajos","doi":"10.1145/2556288.2557052","DOIUrl":"https://doi.org/10.1145/2556288.2557052","url":null,"abstract":"Website aesthetics have been recognized as an influential moderator of people's behavior and perception. However, what users perceive as \"good design\" is subject to individual preferences, questioning the feasibility of universal design guidelines. To better understand how people's visual preferences differ, we collected 2.4 million ratings of the visual appeal of websites from nearly 40 thousand participants of diverse backgrounds. We address several gaps in the knowledge about design preferences of previously understudied groups. Among other findings, our results show that the level of colorfulness and visual complexity at which visual appeal is highest strongly varies: Females, for example, liked colorful websites more than males. A high education level generally lowers this preference for colorfulness. Russians preferred a lower visual complexity, and Macedonians liked highly colorful designs more than any other country in our dataset. We contribute a computational model and estimates of peak appeal that can be used to support rapid evaluations of website design prototypes for specific target groups.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80448522","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":"Session details: Image and animation authoring","authors":"T. Moscovich","doi":"10.1145/3250920","DOIUrl":"https://doi.org/10.1145/3250920","url":null,"abstract":"","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"42 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82219053","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}
Rajan Vaish, Keith Wyngarden, Jingshu Chen, Brandon Cheung, Michael S. Bernstein
{"title":"Twitch crowdsourcing: crowd contributions in short bursts of time","authors":"Rajan Vaish, Keith Wyngarden, Jingshu Chen, Brandon Cheung, Michael S. Bernstein","doi":"10.1145/2556288.2556996","DOIUrl":"https://doi.org/10.1145/2556288.2556996","url":null,"abstract":"To lower the threshold to participation in crowdsourcing, we present twitch crowdsourcing: crowdsourcing via quick contributions that can be completed in one or two seconds. We introduce Twitch, a mobile phone application that asks users to make a micro-contribution each time they unlock their phone. Twitch takes advantage of the common habit of turning to the mobile phone in spare moments. Twitch crowdsourcing activities span goals such as authoring a census of local human activity, rating stock photos, and extracting structured data from Wikipedia pages. We report a field deployment of Twitch where 82 users made 11,240 crowdsourcing contributions as they used their phone in the course of everyday life. The median Twitch activity took just 1.6 seconds, incurring no statistically distinguishable costs to unlock speed or cognitive load compared to a standard slide-to-unlock interface.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82338233","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":"An implicit author verification system for text messages based on gesture typing biometrics","authors":"U. Burgbacher, K. Hinrichs","doi":"10.1145/2556288.2557346","DOIUrl":"https://doi.org/10.1145/2556288.2557346","url":null,"abstract":"Gesture typing is a popular text input method used on smartphones. Gesture keyboards are based on word gestures that subsequently trace all letters of a word on a virtual keyboard. Instead of tapping a word key by key, the user enters a word gesture with a single continuous stroke. In this paper, we introduce an implicit user verification approach for short text messages that are entered with a gesture keyboard. We utilize the way people interact with gesture keyboards to extract behavioral biometric features. We propose a proof-of-concept classification framework that learns the gesture typing behavior of a person and is able to decide whether a gestured message was written by the legitimate user or an imposter. Data collected from gesture keyboard users in a user study is used to assess the performance of the classification framework, demonstrating that the technique has considerable promise.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82360844","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":"Movement-based game guidelines","authors":"F. Mueller, K. Isbister","doi":"10.1145/2556288.2557163","DOIUrl":"https://doi.org/10.1145/2556288.2557163","url":null,"abstract":"Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. We present a set of guidelines for movement-based game design that has emerged from our research-based game development practice. These guidelines have been examined and refined by 14 movement-based game design experts with experience in the academic, independent and commercial game development domains. We contextualize the guidelines using current findings about movement-based game and interaction design, taken from both published research papers and game design venues. Our primary contribution is a body of generative intermediate-level knowledge in the design research tradition that is readily accessible and actionable for the design of future movement-based games.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82404264","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 part: role-play in the design of therapeutic systems","authors":"M. Matthews, Geri Gay, Gavin Doherty","doi":"10.1145/2556288.2557103","DOIUrl":"https://doi.org/10.1145/2556288.2557103","url":null,"abstract":"Gaining an understanding of user needs is a central component of HCI design approaches such as user-centred design and participatory design. In some settings, such as mental health care, access to end-users is often constrained. This is a particular difficulty given that the experience of those with mental illness can be difficult for researchers to understand, and is further complicated by its associated stigma. In addition, the therapeutic setting is outside the common experience of most people and protected from outside intrusion. Although role-play has been used in varied ways in HCI, rarely has it been defined with sufficient clarity to enable others to deploy it in a nuanced manner. We argue that role-play is particularly suited for use in mental healthcare settings and, when used judiciously, can address some of the difficulties associated with working in this setting. This paper details a range of role-play formats appropriated from therapeutic role-play, drawing upon the HCI and mental health literature, therapist input and our experience of using role-play for a number of purposes at different stages of the development process. We consider how and why role-play can be used to generate empathy, gain understanding of therapy, provide feedback on designs before clinical use and help train therapists in using technology in the treatment room.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80858227","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}
K. Gerling, Matthew K. Miller, R. Mandryk, M. Birk, Jan David Smeddinck
{"title":"Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames","authors":"K. Gerling, Matthew K. Miller, R. Mandryk, M. Birk, Jan David Smeddinck","doi":"10.1145/2556288.2556963","DOIUrl":"https://doi.org/10.1145/2556288.2556963","url":null,"abstract":"Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":"270 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83020567","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}