Proceedings of the 32nd Australian Conference on Human-Computer Interaction最新文献

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Local Perspectives for Sharing Economy Design on a Remote Tourist Island 偏远旅游岛共享经济设计的地方视角
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441058
G. K. Silva, Peter Lyle, Cláudia Silva
{"title":"Local Perspectives for Sharing Economy Design on a Remote Tourist Island","authors":"G. K. Silva, Peter Lyle, Cláudia Silva","doi":"10.1145/3441000.3441058","DOIUrl":"https://doi.org/10.1145/3441000.3441058","url":null,"abstract":"While the HCI community has interest in the role of sharing economy platforms and their impact on large cities, less attention has been given to smaller isolated populations and the perspectives of their local residents in terms of understanding actual use and to benefit those who use them. This paper contributes to this discourse by reporting on a series of participatory-design based workshops that investigate local perspectives on the sharing economy, and opportunities for platform design that serves the needs of residents, on the remote island of Madeira. The context of the Island, including its restrictions on the types of sharing economy activity, inform a discussion on opportunities for design in transportation, homesharing, and community engagement. Finally, we contribute to the understanding of existing principles of participation that would serve to foster social and economic inclusion in the sharing economy in this particular context.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115488560","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}
引用次数: 0
BScanner: A Crowdsourcing Platform for Constructing Accessibility Maps to Support Multiple Participation Types BScanner:一个构建无障碍地图的众包平台,支持多种参与类型
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441062
Akihiro Miyata, Kazuki Okugawa, Yuki Yamato, Megumi Aibara, M. Furuichi, Yuko Murayama
{"title":"BScanner: A Crowdsourcing Platform for Constructing Accessibility Maps to Support Multiple Participation Types","authors":"Akihiro Miyata, Kazuki Okugawa, Yuki Yamato, Megumi Aibara, M. Furuichi, Yuko Murayama","doi":"10.1145/3441000.3441062","DOIUrl":"https://doi.org/10.1145/3441000.3441062","url":null,"abstract":"Accessibility maps enable impaired/elderly people to move more smoothly. However, very few cases satisfy both the accuracy and coverage required, due to the high cost of physically auditing roads. Though crowdsourcing approaches could solve this problem, existing studies rely on volunteers who are highly motivated and have enough free time. In this paper, we propose a crowdsourcing platform for constructing accessibility maps that supports multiple participation types: manual reporting for people who are highly motivated and have free time, walking for people who are highly motivated but do not have free time, and game playing for people who are less motivated but have free time. This design allows people to select a suitable way to participate, depending on their motivation and time. We have developed a prototype system by integrating deep learning techniques, a game design theory, and heatmap visualization.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121364810","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}
引用次数: 1
Exploring the Effects of User Control on Social Engagement in Virtual Reality 探索虚拟现实中用户控制对社会参与的影响
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441076
Weijia Wang, Steven Baker, Andrew Irlitti
{"title":"Exploring the Effects of User Control on Social Engagement in Virtual Reality","authors":"Weijia Wang, Steven Baker, Andrew Irlitti","doi":"10.1145/3441000.3441076","DOIUrl":"https://doi.org/10.1145/3441000.3441076","url":null,"abstract":"A key aspect of user experience in virtual reality (VR) is navigational control. However, when multiple users interact in a social VR environment, it is important that navigational control is designed to support social engagement. In this paper, we investigate the relationship between levels of navigational control, diminishing from fully independent to completely passive, and their potential impact on social engagement in a social VR environment. We conducted qualitative interviews with 12 participants who viewed video recordings demonstrating control methods and social interactions in a prototype social VR application. Our results demonstrate the diverse attitudes people hold about how social engagement is impacted by different navigational control methods, and how this might be impacted by individual preferences and cultural factors. Based on these results, we contribute design considerations for supporting group cohesion, interpersonal and cultural norms, as well as discoverability in social VR systems to better support social engagement.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124374918","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}
引用次数: 2
Designing with Emerging Science: Developing an Alternative Frame for Self-Tracking 新兴科学设计:发展自我跟踪的替代框架
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441020
Tom Jenkins, Laurens Boer, Sarah Homewood, Teresa Almeida, Anna Vallgårda
{"title":"Designing with Emerging Science: Developing an Alternative Frame for Self-Tracking","authors":"Tom Jenkins, Laurens Boer, Sarah Homewood, Teresa Almeida, Anna Vallgårda","doi":"10.1145/3441000.3441020","DOIUrl":"https://doi.org/10.1145/3441000.3441020","url":null,"abstract":"The emerging science of the “gut-brain axis” has been used as the basis for self-tracking technologies assuming that this connection can be used productively for better regulating mood, supporting digestive health, and avoiding disease. Taking this emerging science as a source of design inspiration, this paper presents a design research process to uncover opportunities for novel interaction design and generate alternative approaches to self-tracking. We explored how this emerging scientific knowledge might be experienced and used and what these design spaces might look like through designing a self-tracking probe and asking science communicators working with the gut-brain axis to live with that probe. Their reactions led to a set of exploratory interaction design briefs and a more refined research product that collectively articulate how design can engage with emerging science to inspire a new perspective on self-tracking practices—one of cultivation rather than control.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127780426","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}
引用次数: 2
Designing Auditory Experiences for Technology Imagination 为技术想象设计听觉体验
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441025
David W. Chung, Wenn-Chieh Tsai, Rung-Huei Liang, Bowen Kong, Yin Huang, Fu-Chieh Chang, MengChi Liu
{"title":"Designing Auditory Experiences for Technology Imagination","authors":"David W. Chung, Wenn-Chieh Tsai, Rung-Huei Liang, Bowen Kong, Yin Huang, Fu-Chieh Chang, MengChi Liu","doi":"10.1145/3441000.3441025","DOIUrl":"https://doi.org/10.1145/3441000.3441025","url":null,"abstract":"This paper explores how auditory experiences evoke future scenarios and further foster future applications of emerging technologies in an IoT research center. Taking an experiential approach in design fiction research, we designed audio clips that mixed personal voices with sci-fi soundscapes and explored the participants’ experiences of digital encounters. What they imagined and experienced contributed to new understandings of how to better design auditory experiences for evoking alternative possibilities.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134328588","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}
引用次数: 1
“It Looks Like You Don’t Agree”: Idiosyncratic Practices and Preferences in Collaborative Writing “看起来你不同意”:合作写作中的特殊实践和偏好
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441032
Ida Larsen-Ledet, Marcel Borowski
{"title":"“It Looks Like You Don’t Agree”: Idiosyncratic Practices and Preferences in Collaborative Writing","authors":"Ida Larsen-Ledet, Marcel Borowski","doi":"10.1145/3441000.3441032","DOIUrl":"https://doi.org/10.1145/3441000.3441032","url":null,"abstract":"This paper addresses collaborative writing in academia. Recent research has indicated that while many tools for collaborative writing exist and continue to be developed, co-writers frequently employ workarounds and cumbersome substitutions to accommodate their writing approaches and collaborative needs. As part of a process to address these issues, we conducted a co-design study on collaborative academic writing with 18 participants. The paper details a three-stage co-design approach developed for this purpose. During this three-stage workshop series, the participants discussed needs, frustrations, and desires in their experiences with collaborative writing. These discussions revealed how participants’ different ways of practicing and experiencing collaborative writing entail contrasting needs that are difficult to balance. Based on an analysis of discussions and artifacts from the workshops, we argue that researchers and designers should aim to support diverse practices and propose a protocol for examining and drawing on the contradictions that arise from co-writers’ idiosyncratic preferences.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133107568","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}
引用次数: 2
Feed the Tree: Representation of Australia-based Academic Women at HCI Conferences 喂树:澳大利亚学术女性在HCI会议上的代表
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441061
Dana Mckay, G. Buchanan
{"title":"Feed the Tree: Representation of Australia-based Academic Women at HCI Conferences","authors":"Dana Mckay, G. Buchanan","doi":"10.1145/3441000.3441061","DOIUrl":"https://doi.org/10.1145/3441000.3441061","url":null,"abstract":"Conference attendance is an important part of any career in academic computing, facilitating both the citations that are key for academic advancement, and the networking opportunities that result in job and collaboration opportunities. For some authors, though, the barriers to participation in academic conferences are significant: beyond having a paper accepted, logistical considerations around care responsibilities and financial considerations may limit participation. One axis along which these barriers become particularly obvious is gender: barriers to conference participation, particularly in distant locations, are higher for women, resulting in negative career impacts. Previous research established that women make up 41% of the authors for OzCHI in the five years from 2014-19, but how does this compare to other major conferences in HCI, such as CHI and DIS? We use a scientometric analysis to examine this question in this paper, finding that Australia-based women are under-represented in these conferences. This is likely to result in negative effects on the careers of female HCI academics in Australia, whether they remain here or attempt to find work abroad.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127820492","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}
引用次数: 5
SoundSculpt: A Design Framework for 3D Modelling and Digitally Fabricating Sound Patterns. 声音雕刻:3D建模和数字制造声音模式的设计框架。
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441017
Anca-Simona Horvath, Viola Rühse, D. Raptis
{"title":"SoundSculpt: A Design Framework for 3D Modelling and Digitally Fabricating Sound Patterns.","authors":"Anca-Simona Horvath, Viola Rühse, D. Raptis","doi":"10.1145/3441000.3441017","DOIUrl":"https://doi.org/10.1145/3441000.3441017","url":null,"abstract":"This paper presents a design framework for the design and production of a sculptural installation which combines sound experimentation with 3D modelling and digital fabrication. This paper’s aim is to make a two-fold contribution. On one hand, it describes the design framework as a support tool for practitioners in their exploration of sound-informed geometries through 3D modelling and digital fabrication. On the other hand, it informs educators on key aspects for combining sound, 3D modelling, and digital fabrication within educational curricula and in their students’ design processes. The framework was tested during a workshop where participants produced and fabricated 3D objects informed by sound patterns they created. After describing the design process, the final installation and its shape grammars, as well as participant experiences during the design process, the paper concludes with a discussion on how the design framework can be useful for practitioners and educators.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123114983","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}
引用次数: 3
Understanding Compassion Cultivation for Design: Towards an Autoethnography of Tonglen 理解设计的慈悲修炼——从铜伦的自我民族志走向
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441065
Kristina Mah, L. Loke, L. Hespanhol
{"title":"Understanding Compassion Cultivation for Design: Towards an Autoethnography of Tonglen","authors":"Kristina Mah, L. Loke, L. Hespanhol","doi":"10.1145/3441000.3441065","DOIUrl":"https://doi.org/10.1145/3441000.3441065","url":null,"abstract":"Compassion is a concept related to ethics and wellbeing and is an area of emerging interest in human-computer interaction. There are examples applying philosophy or the science of compassion to interaction design solutions, however, design for compassion has not been explored through a first-person approach. This late-breaking work presents our self-observation study of Tonglen, a Buddhist compassion cultivation technique. Our paper illustrates the authentic lived experience of compassion cultivation contributing to a growing body of first-person research in HCI. Our findings reveal the complexity of the contemplative practice of Tonglen, where thoughts, feelings and sensations embodying connection and acceptance arise. These are expressed and documented as metaphors of experiential qualities within the process. This initial study emphasises how deliberate first-person engagement and systematic self-enquiry can be used to explore contemplative and cultivation practices developing a richer lexicon for design researchers to navigate and practice more meaningfully in this area.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121124458","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}
引用次数: 5
Discrete versus Continuous Colour Pickers Impact Colour Selection in Virtual Reality Art-Making 离散与连续的颜色选择器对虚拟现实艺术制作中颜色选择的影响
Proceedings of the 32nd Australian Conference on Human-Computer Interaction Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441054
M. Alex, Danielle M Lottridge, Jisu Lee, S. Marks, Burkhard Wüensche
{"title":"Discrete versus Continuous Colour Pickers Impact Colour Selection in Virtual Reality Art-Making","authors":"M. Alex, Danielle M Lottridge, Jisu Lee, S. Marks, Burkhard Wüensche","doi":"10.1145/3441000.3441054","DOIUrl":"https://doi.org/10.1145/3441000.3441054","url":null,"abstract":"Colour selection is an important task in digital art and 3D modelling applications. Most colour pickers are based on continuous colour spaces or a representative sampling of them, such as the Munsell colour palette. Continuous colour space-based pickers enable users to select from all colours by displaying full saturation hues with options to lower saturation and modify value. The two-step process of colour selection from continuous pickers requires understanding of 3D colour space, e.g., where to find “brown” or “sand”. In this research we investigate how continuous versus discrete pickers affect colour selection in virtual art. We compared an HSV picker with a discrete picker in a study with 40 participants aged 16 - 60. We found that the colour picker impacted the kinds of colours used in artworks, with significant differences in colour distribution characteristics. We discuss implications of colour selection tools for virtual reality art-making.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116103427","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}
引用次数: 2
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