{"title":"Understanding Trust in Automated Vehicles","authors":"K. Raats, Vaike Fors, S. Pink","doi":"10.1145/3369457.3369493","DOIUrl":"https://doi.org/10.1145/3369457.3369493","url":null,"abstract":"Autonomous vehicles (AVs) are developed to increase safety, and bring environmental benefits. Nevertheless, there is growing skepticism in society regarding these technologies, a tendency that centres issues of trust in research and design of future AVs. In this paper, we raise the question of how trust has been understood and researched in relation to automation within the field of Human-Computer Interaction (HCI) thus far and what has been identified as key issues to deepen our understanding of personal trust in contemporary AVs. To answer this question, we systematically reviewed 232 HCI research articles on trust in automation and AVs to identify a) key aspects of contemporary trust research theories and methodologies, and b) what dimensions of trust are in need of further investigation in relation to UX perspectives on trust. Based on the review, we discuss methodological implications of focusing on the experience of trust in future research.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"29 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":"128047741","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":"Towards a Probe Design Framework","authors":"Eleanor Chin Derix, T. Leong","doi":"10.1145/3369457.3369467","DOIUrl":"https://doi.org/10.1145/3369457.3369467","url":null,"abstract":"Since their introduction, probes have been widely used in HCI. Despite this, there have not been much reflections and discussions about the design thinking behind their creation and use. There is also a lack of actionable guidance on designing and using probes. This lack may have contributed to some concerns that the method has been misinterpreted and misunderstood. We reviewed HCI literature surrounding probes and found one of the few papers that offers a nascent framework for probe design and use. We used it to guide the design of a collection of probes and reflected on the framework's usefulness. We extend this framework by offering a more useful way of visualizing and working with probe design properties. We also provide further clarity and advice on how others may think and approach the design and use of probes more effectively, especially those turning to probes for the first time.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"1 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":"124424528","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":"Metaphors, Signifiers, Affordances, and Modalities for Designing Mobile and Embodied Interactive Systems","authors":"Jingoog Kim, M. Maher","doi":"10.1145/3369457.3369527","DOIUrl":"https://doi.org/10.1145/3369457.3369527","url":null,"abstract":"Metaphor in human-computer interaction (HCI) can support users in understanding an unfamiliar system with references to familiar objects, and also can support designers in forming and exploring analogical concepts during the process of designing. We posit that new metaphors can assist in forming a common mental model for users and designers, and can support designers in creating novel interaction experiences. We present 3 metaphorical concepts as a basis for characterizing interactive designs: device, robot, and friend. We focus on identifying the signifiers, and affordances associated with these metaphors. We performed a study in which participants identify common design elements for the 3 metaphors and the factors that influence adopting the metaphors for new designs. The results show that people associate distinct signifiers and affordances for each of the 3 metaphors and associate different interaction modalities with each metaphor.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"43 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":"129081191","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}
Stephen Snow, Stephen Viller, M. Glencross, N. Horrocks
{"title":"Where Are They Now?: Revisiting Energy Use Feedback a Decade After Deployment","authors":"Stephen Snow, Stephen Viller, M. Glencross, N. Horrocks","doi":"10.1145/3369457.3369501","DOIUrl":"https://doi.org/10.1145/3369457.3369501","url":null,"abstract":"In home displays (IHD's) of energy use offers potential to engage households with energy use and improve energy literacy. Yet explorations of use over longer time periods are lacking. Based on qualitative in-home interviews with 19 participants, this research provides accounts from owners of IHD's up to 10 years after their initial deployment. Findings indicate the near complete abandonment of the devices and participants' reflections exemplify the short-lived value provided by simple cent-a-meter IHD's. The paper reflects on IHD's as a component of broadscale energy literacy programs, closing with suggestions for how designers might re-frame energy engagement as a service.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"331 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":"133530919","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. Paay, Bridgette Engeler, Mark Taylor, Kirsten Day, M. Brereton, Y. Rogers
{"title":"Wine and User Experience Design","authors":"J. Paay, Bridgette Engeler, Mark Taylor, Kirsten Day, M. Brereton, Y. Rogers","doi":"10.1145/3369457.3369548","DOIUrl":"https://doi.org/10.1145/3369457.3369548","url":null,"abstract":"Wine is an experience. It engages all of our senses. Before we even taste wine we hold the bottle, admire the label, listen to it being poured in the glass, assess the colour and texture of the wine, swirl it around the glass, smell it and finally taste it. However, human pleasure in the experience can be designed to go far beyond the value of simply drinking the wine. What about the journey the wine has taken to reach you? Who made it, and why? Who else is drinking it now? Why does it taste the way it does? The social, cultural and scientific aspects of wine making, marketing and drinking offer opportunities for designers and HCI researchers to enhance the user experience of wine. This workshop offers academics and practitioners interested in designing wine futures, to chance to envision new experiences, products and services. Through participative design activities we will explore ways for design and technology to push our knowledge and craft into this unexplored applied research area.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"66 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":"115951767","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. Kjeldskov, J. Paay, A. Nilsson, Kasper Plejdrup, Mette Pedersen
{"title":"Spatial Mixer: Cross-Device Interaction for Music Mixing","authors":"J. Kjeldskov, J. Paay, A. Nilsson, Kasper Plejdrup, Mette Pedersen","doi":"10.1145/3369457.3369465","DOIUrl":"https://doi.org/10.1145/3369457.3369465","url":null,"abstract":"When workspaces for commercial music production are digitized they are generally configured based on existing analogue music production environments, using the \"channel strip\" metaphor to organize the multiplicity of devices involved in the process. The channel strip metaphor is derived from the traditional design of mixing consoles with parallel sliders acting as separate channels. An alternative to this is the \"stage\" metaphor, which visually represents sound elements as discrete actors on a stage for manipulating settings. To study cross-device interactions in music mixing, we designed the Spatial Mixer, an app that uses the stage metaphor, to work in concert with Ableton Live, an existing music composition program. A study of Spatial Mixer in use showed that the stage metaphor and spatial visualizations of music tracks and effects was intuitive for users to interact with and helped them work across both pieces of software to effectively create their musical composition.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"506 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":"123062066","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}
H. Dhiman, S. Büttner, C. Röcker, Raphael-Elias Reisch
{"title":"Handling Work Complexity with AR/Deep Learning","authors":"H. Dhiman, S. Büttner, C. Röcker, Raphael-Elias Reisch","doi":"10.1145/3369457.3370919","DOIUrl":"https://doi.org/10.1145/3369457.3370919","url":null,"abstract":"Complexity is a fundamental part of product design and manufacturing today, owing to increased demands for customization and advances in digital design techniques. Assembling and repairing such an enormous variety of components means that workers are cognitively challenged, take longer to search for the relevant information and are prone to making mistakes. Although in recent years deep learning approaches to object recognition have seen rapid advances, the combined potential of deep learning and augmented reality in the industrial domain remains relatively under explored. In this paper we introduce AR-ProMO, a combined hardware/software solution that provides a generalizable assistance system for identifying mistakes during product assembly and repair.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"13 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":"123588298","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 Interaction Method for Transferring Electronic Information by Tearing a Sheet of Paper","authors":"S. Tominaga, Kenro Go, T. Itoh, Akihiro Miyata","doi":"10.1145/3369457.3369488","DOIUrl":"https://doi.org/10.1145/3369457.3369488","url":null,"abstract":"With the spread of electronic devices such as smartphones and tablets, the transfer of electronic information such as images and videos has become commonplace. To exchange electronic information using e-mail or social network services a sender needs to know the recipient's contact information. However, if the recipient is a newly-encountered person or an ad hoc partner, a significant number of them are reluctant to exchange contact details. To address this issue, we propose an interaction method for transferring electronic information by tearing a sheet of paper. This is an approach that utilizes the fact that when a piece of paper is torn into two pieces, the features of the torn edges of the two pieces match.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"14 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":"128042397","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}
Callum Parker, Joel Fredericks, Soojeong Yoo, Marius Hoggenmüller
{"title":"Let's take a selfie: Design Considerations for Public Selfie Booths","authors":"Callum Parker, Joel Fredericks, Soojeong Yoo, Marius Hoggenmüller","doi":"10.1145/3369457.3369531","DOIUrl":"https://doi.org/10.1145/3369457.3369531","url":null,"abstract":"Selfies have become a global phenomenon that is omnipresent on social media networks. The practice of taking selfies in public spaces has been found to be engaging and allows for a variety of novel interactions. In this work, we propose a set of design considerations to further enhance selfie booths to increase the engagement they provide. These emerged through three iterations of a selfie booth.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"1 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":"128984831","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}
Sonam Adinolf, Peta Wyeth, R. Brown, Roger Altizer
{"title":"Towards Designing Agent Based Virtual Reality Applications for Cybersecurity Training","authors":"Sonam Adinolf, Peta Wyeth, R. Brown, Roger Altizer","doi":"10.1145/3369457.3369515","DOIUrl":"https://doi.org/10.1145/3369457.3369515","url":null,"abstract":"Agents are becoming increasingly ubiquitous in people's lives. There is potential for agents to help with scalability of digital learning and training. This paper presents the findings from two ideation workshops centered around designing a short interaction with a digital agent in Virtual Reality (VR), in the context of cybersecurity training. The workshop discussions were subjected to thematic analysis to extract design insights. The design insights fall into three broad categories: thematic (e.g. different metaphors to translate cybersecurity concepts), stylistic (e.g. less realistic art), and mechanical (e.g. VR gestures). These insights will guide the design and development of a VR training environment.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"53 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":"127281905","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}