Albrecht Kurze, Sören Totzauer, Alexandra Deschamps-Sonsino, Arne Berger
{"title":"A Collaborative Landscaping Exercise of IoT Design Methods","authors":"Albrecht Kurze, Sören Totzauer, Alexandra Deschamps-Sonsino, Arne Berger","doi":"10.1145/3369457.3369484","DOIUrl":"https://doi.org/10.1145/3369457.3369484","url":null,"abstract":"We brought together the creators of seven Internet of Things design methods for a collaborative landscaping exercise of these design methods. Together, the creators tried out all of these IoT design methods and located them on a design process model. A visual analysis of this landscaping exercise reveals large discrepancies between the application area the original creators of each IoT design method had in mind, and the understanding of most other experts. We subsequently argue that the design research community can benefit from collaborative approaches towards understanding each other's methods. We conclude that the design research community can benefit from more appropriate mappings when choosing the most appropriate IoT design method for a particular task within a specific context.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117274408","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 AR/TUI-supported Debugging Teaching Environment","authors":"Dmitry Resnyansky, M. Billinghurst, Arindam Dey","doi":"10.1145/3369457.3369538","DOIUrl":"https://doi.org/10.1145/3369457.3369538","url":null,"abstract":"This paper presents research on the potential application of Tangible and Augmented Reality (AR) technology to computer science education and the teaching of programming in tertiary settings. An approach to an AR-supported debugging-teaching prototype is outlined, focusing on the design of an AR workspace that uses physical markers to interact with content (code). We describe a prototype which has been designed to actively scaffold the student's development of the two primary abilities necessary for effective debugging: (1) the ability to read not just the code syntax, but to understand the overall program structure behind the code; and (2) the ability to independently recall and apply the new knowledge to produce new, working code structures.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127329592","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 Shanzhai City","authors":"Teis De Greve, B. Zaman, J. Schoffelen","doi":"10.1145/3369457.3369529","DOIUrl":"https://doi.org/10.1145/3369457.3369529","url":null,"abstract":"Smart cities are often criticised as top-down and technocratic. However, initiatives that are more citizen-centric have difficulties contending with the prevalent technology-driven discourse. From a design perspective, this points towards a delicate balance between an approach that is critical enough to resist assimilation yet constructive enough to have a sustainable impact. This paper aims to explore and articulate this balance through the discussion of shanzhai, a Chinese phenomenon on the fringe of the global market economy. More particularly, we highlight three qualities of shanzhai by linking these to the case study of a smart bicycle lock, followed by a discussion in terms of their agonistic qualities. These three qualities of shanzhai, the marginalised people it caters, its hybrid aesthetic and its position in the market, could inform a design practice that critically yet constructively engages with technology in the context of smart cities.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"124 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127003901","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}
A. Trofimova, Timothy Wiley, M. Pagnucco, Mari Velonaki
{"title":"Exploring Human Machine-Mediated Interaction for Applications in Social HRI","authors":"A. Trofimova, Timothy Wiley, M. Pagnucco, Mari Velonaki","doi":"10.1145/3369457.3369492","DOIUrl":"https://doi.org/10.1145/3369457.3369492","url":null,"abstract":"The objective of this study is to develop a robot behavioural model that includes non-verbal vocal information to produce behaviour that fits user expectation better. Our approach is to train the behavioural model using data representing humanhuman interaction during collaboration. The data, voice and user control inputs, are gathered during a game where players collaborate to navigate a character through a path. This paper presents the details of the approach undertaken to the data collection procedure as well as preliminary analysis of the data.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116221499","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. L. Taylor, Wujal Wujal Aboriginal Shire Council, A. Soro, P. Roe, M. Brereton
{"title":"A Relational Approach to Designing Social Technologies that Foster Use of the Kuku Yalanji Language","authors":"J. L. Taylor, Wujal Wujal Aboriginal Shire Council, A. Soro, P. Roe, M. Brereton","doi":"10.1145/3369457.3369471","DOIUrl":"https://doi.org/10.1145/3369457.3369471","url":null,"abstract":"Australia has a rich array of Aboriginal and Torres Strait Islander languages, but they face decline along with many valued aspects of culture unless they are passed down to, and used by, younger generations. Prior work on designing technologies for language learning has often taken particular language skills, learning theories, and technologies as their starting point. Our empirical work with a remote Aboriginal community illustrates four ways in which this community's language practices intersect with family relations and are deeply enmeshed with family histories and stories, Indigenous Knowledges, and activities on and about country. Thus, we argue for a relational approach that instead takes family communication and social activities as the basis for designing technologies that foster everyday language use. We outline the guiding principles of this design orientation, and illustrate how they have been taken up in the co-design of a talking soft toy called the 'Crocodile Language Friend.' Finally, we identify opportunities and open issues in taking a relational approach to designing technologies for language communities with similar needs and aspirations.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"231 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115519844","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":"Co-designing with Adolescents with Autism Spectrum Disorder: From Ideation to Implementation","authors":"Randy Zhu, Dianna Hardy, Trina S. Myers","doi":"10.1145/3369457.3370914","DOIUrl":"https://doi.org/10.1145/3369457.3370914","url":null,"abstract":"Most co-design-based Autism Spectrum Disorder (ASD) research is conducted with children and does not involve the participants directly. Studies have shown that people with ASD can take on the co-designer role in early phases of the software design process. We present a longitudinal study that investigates how adolescents with ASD participate as co-designers in an iterative software design process. In this work, we conducted seven co-design workshops with six adolescents with ASD over eight months. The team exchanged ideas and communicated through group discussion and drawings. Our findings suggest that: (1) parents, community group and fellow participants play a pivotal role in supporting a longitudinal ASD co-design study and (2) adolescents with ASD are also able to make better design decision over an iterative software design process. These findings should to be considered when engaging adolescents with ASD as co-designers in a software design process.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115585697","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 Visual Programming Tool for Creative Practice Pedagogy in Embodied Interaction and Media Arts","authors":"S. Brown, M. Gratton, Bronwen Williams","doi":"10.1145/3369457.3369495","DOIUrl":"https://doi.org/10.1145/3369457.3369495","url":null,"abstract":"In this paper we present a design-led case study describing the development and use of a visual programming library for improving embodied interaction pedagogy for art and design students. This library, created for the multimedia programming language Max1, has been designed to support constructionist or 'hands-on' approaches to learning. The approach we describe in this paper identifies student cohorts that would benefit from a visual approach to embodied interaction pedagogy, develops a tool to support these cohorts and reflects on some of our early experiences using the library to support teaching and studio praxis.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122221360","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}
Joel Fredericks, Callum Parker, G. Caldwell, M. Foth, H. Davis, M. Tomitsch
{"title":"Designing Smart for Sustainable Communities: Reflecting on the Role of HCI for Addressing the Sustainable Development Goals","authors":"Joel Fredericks, Callum Parker, G. Caldwell, M. Foth, H. Davis, M. Tomitsch","doi":"10.1145/3369457.3369550","DOIUrl":"https://doi.org/10.1145/3369457.3369550","url":null,"abstract":"This workshop reflects on the role of the HCI community in addressing sustainable development in cities, regional centres and rural communities. The workshop will bring together academics, researchers and practitioners to share their experiences, expertise and visions for: (1) evolving HCI design approaches to move beyond the individual; (2) re-engaging with institutions in order to repoliticise HCI practices, projects and methods; and (3) counteracting depoliticisation in large parts of the design field. We are specifically interested in ways of 'designing smart' by engaging communities throughout the process of addressing complex challenges, such as social inequality, economic disparity and environmental degradation.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122808100","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}
G. Wadley, A. Krause, Jiahui Liang, Zihe Wang, T. Leong
{"title":"Use of music streaming platforms for emotion regulation by international students","authors":"G. Wadley, A. Krause, Jiahui Liang, Zihe Wang, T. Leong","doi":"10.1145/3369457.3369490","DOIUrl":"https://doi.org/10.1145/3369457.3369490","url":null,"abstract":"Listening to music has always been an emotion-laden experience. Early research involving analog platforms showed that people use recorded music as a resource to manage their emotions, enhancing desired affective states and attenuating unwanted states. More recently, technological advances such as streaming services have made an almost-unlimited selection of music ubiquitously available. This paper examines whether this intensified access to recorded music has afforded new ways of shaping emotion. We studied the practices of international university students, a cohort who face significant stresses and make significant use of digital technology. We found that students actively and routinely use music streaming services to manage their emotional responses to the challenges of studying abroad.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114381533","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. Ferris, Ryan M. Kelly, R. Brown, G. Wadley, Steven Baker, Jenny Waycott, Eduardo Velloso, S. Türkay
{"title":"Virtual and Augmented Reality for Positive Social Impact","authors":"K. Ferris, Ryan M. Kelly, R. Brown, G. Wadley, Steven Baker, Jenny Waycott, Eduardo Velloso, S. Türkay","doi":"10.1145/3369457.3369549","DOIUrl":"https://doi.org/10.1145/3369457.3369549","url":null,"abstract":"This workshop invites researchers and industry practitioners designing Virtual Reality and Augmented Reality applications for positive social impact to join us in Perth, Australia, to discuss the research and industry landscape and identify opportunities for collaboration with like-minded professionals. Participants will have an opportunity to share their experiences with other attendees, and will discuss the challenges they have experienced in working with VR and AR applications. This workshop will aim to help researchers to overcome these challenges and, as an outcome, plans will be made for future workshops to establish and promote positive social impact as a long-term research focus for VR and AR researchers in Australasia.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132619631","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}