{"title":"Unconsented data transfusions: attitudes towards extracting personal device data for public health emergencies","authors":"C. P. Watson, Jan David Smeddinck","doi":"10.1145/3404983.3409994","DOIUrl":"https://doi.org/10.1145/3404983.3409994","url":null,"abstract":"Despite privacy and security concerns, personal data on smartphones could be of beneficial use to society, for example during national emergencies. User attitudes were collected through a small focus group approach to reveal what citizens' opinions may be towards extraction of medical data in the event of a public health incident. Thematic analysis revealed four themes with an overarching theme of \"my phone is part of my body\". This small-scale proof of concept study established individuals view smartphones akin to organs or limbs, where forced access, without consent, is assault. They consider the benefits to society of unconsented access to medical and other personal data on mobile devices must be overwhelming before such acquisition is considered acceptable. The analysis also points to the difficulty of gaining consent, a lack of knowledge about legal aspects, and a distrust about the state collecting data.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123655729","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":"Visual clarity as mediator between usability and aesthetics","authors":"Raphael Otten, Martin Schrepp, Jörg Thomaschewski","doi":"10.1145/3404983.3409990","DOIUrl":"https://doi.org/10.1145/3404983.3409990","url":null,"abstract":"Many studies found a positive influence of perceived aesthetics of a user interface on usability ratings. Several psychological mechanisms have been proposed to explain this dependency, but none of them is fully satisfying. A new explanation is based on the observation that certain design elements impact both classical usability criteria and visual beauty. The perception of these design elements is subsumed under the concept of visual clarity. A previous study demonstrated a strong mediator effect of visual clarity on the dependency between perceived aesthetics and perceived usability, i.e. supports this explanation. But this study had several limitations, and it was thus unclear if the results can be generalised to realistic usage scenarios. We present a replication study that confirmed the reported strong mediator effect under realistic usage conditions. Thus, our results add empirical support for the thesis that the connection between aesthetical impression and perceived usability is caused by visual clarity.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126204200","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}
Darleen Zumbruch, Annika Kaltenhauser, Martin Knobel
{"title":"Designing positive experience for nurses in intensive care","authors":"Darleen Zumbruch, Annika Kaltenhauser, Martin Knobel","doi":"10.1145/3404983.3409999","DOIUrl":"https://doi.org/10.1145/3404983.3409999","url":null,"abstract":"Decision support systems in intensive care units are developed with safety, efficiency, and effectiveness in mind. In contrast, user experience (UX) for decision support systems has received limited attention in practice and research. In this paper, we present an application of the Experience Design approach from Hassenzahl [8] for a clinical decision support system (CDSS) for volume therapy - the administration of intravenous fluids - in intensive care units. In semi-structured interviews with five nurses, we gathered nurses' work activities around volume therapy, which are perceived as particularly beneficial for their well-being. Lead by the narratives gathered in the interviews we designed positive experience through the CDSS. The resulting concept of a CDSS for nurses aims to create a positive experience during volume therapy, which is supported by addressing and fulfilling the needs for competence and popularity.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121365786","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":"Show me your living room: investigating the role of representing user environments in AR remote consultations","authors":"Nicolas Kahrl, Michael Prilla, Oliver Blunk","doi":"10.1145/3404983.3405520","DOIUrl":"https://doi.org/10.1145/3404983.3405520","url":null,"abstract":"The study reported here investigates AR based support for remote consultations, in which an on-site user is supported by a remote helper. In such situations, it is important for the remote helper (or, in our case, the consultant) to see the environment of the person asking for support in order to relate to it. Based on literature, we created and tested different mechanisms using a 2D video stream with a captured 2D/3D texturized virtual model of the room. In addition, we compared the often-used way of fixing the remote helper's view to the view of the on-site user with the possibility to move around freely in the 2D/3D model. The aim of the study was evaluating how to support an on-site user wearing an AR HMD. The study tested four conditions composed from these differences and with nine real furniture consultants. In the study, we compared four mechanisms in which the consultants were able to place furniture in the living room of a customer and advise the customer on their purchase. We found that there were hardly any differences in task load, social presence or perceived support between the four different conditions. However, participants had clear preferences for certain conditions and aspects of them. From our analysis, we provide recommendations for the design of mixed reality support for remote consultations.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132300261","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. Brennecke, M. Traber, Simon Stimberg, Björn Stockleben
{"title":"Interactive image driven sound","authors":"A. Brennecke, M. Traber, Simon Stimberg, Björn Stockleben","doi":"10.1145/3404983.3410004","DOIUrl":"https://doi.org/10.1145/3404983.3410004","url":null,"abstract":"This paper describes the work in progress of an interactive audiovisual synthesis application that explores the relationship between user interaction, image sequences and sound in the context of inter-active digital arts and media productions. The application generates aesthetically pleasing audiovisual output in interactive and real-time. It is based on an analysis of visual changes in the image sequences which are mapped to musical scales. The application is intended to become an integrated and modular toolkit that supports creative professionals in exploring different combinations of image and sound representations, for instance, in the context of mood representations, artistic ideation and content creation processes. The current implementation marks an initial step into this direction.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125994479","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}
Clemens Hoffmann, S. Büttner, Michael Prilla, Kai Wundram
{"title":"Impact of augmented reality guidance for car repairs on novice users of AR: a field experiment on familiar and unfamiliar tasks","authors":"Clemens Hoffmann, S. Büttner, Michael Prilla, Kai Wundram","doi":"10.1145/3404983.3405594","DOIUrl":"https://doi.org/10.1145/3404983.3405594","url":null,"abstract":"The use of augmented reality (AR) guidance is seen as an opportunity to address the growing complexity of industrial tasks. Previous research showed benefits of AR for different industrial tasks especially for novice users, while other research suggests that AR was not superior to other means for novices. However, there is not much work that looks at the relation between initial exposure of users to AR (that is, if users have never used AR before) and different types of tasks. In this industry paper, addressing the field of car maintenance and repair, we look into the question of how AR support impacts the performance in familiar and unfamiliar task if the AR user has never used AR before. By running an experiment under field conditions, we investigate whether the familiarity of a specific repair task has an impact on the performance under AR head-mounted display (AR HMD) guidance compared to a traditional repair guideline. Our experiment reveals interesting insights. First, we show that familiarity and routine have an important impact on adherence to (all) repair guidelines, which should be regarded in future studies. Second, despite its novelty and the corresponding added time to deal with an AR HMD, we found that guidance via an AR HMD worked better for unfamiliar tasks. This shows the potential of AR HMDs for guidance of industrial tasks in practice, and it brings up design suggestions for the implementation of this guidance in practice.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130754375","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}
Judith Hartfill, Jenny Gabel, Daniel Neves-Coelho, Daniel Vogel, Fabian Räthel, Simon Tiede, Oscar Ariza, Frank Steinicke
{"title":"Word saber: an effective and fun VR vocabulary learning game","authors":"Judith Hartfill, Jenny Gabel, Daniel Neves-Coelho, Daniel Vogel, Fabian Räthel, Simon Tiede, Oscar Ariza, Frank Steinicke","doi":"10.1145/3404983.3405517","DOIUrl":"https://doi.org/10.1145/3404983.3405517","url":null,"abstract":"In this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but players have to cut the corresponding object to the presented word. We evaluated the effects of Word Saber on learning efficiency and enjoyment in comparison to a traditional vocabulary learning method. The results show that Word Saber is effective for vocabulary learning. However, as Word Saber presented significantly lower scores in terms of recognition and recall rate compared to a flashcard method, it has lower efficiency. Regarding subjective preferences, our findings suggest that VR edu-games can be fun and useful for language learning in the long run as participants reported to be more motivated to use Word Saber afterward.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130940508","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":"\"But where would I even start?\": developing (gender) sensitivity in HCI research and practice","authors":"Sabrina Burtscher, Katta Spiel","doi":"10.1145/3404983.3405510","DOIUrl":"https://doi.org/10.1145/3404983.3405510","url":null,"abstract":"Funding bodies increasingly require researchers to address gender in their proposals ---often framed around binary notions. With power structures emboldening inequality highly prevalent and persuasive in Western societies, these seep into current practices of Computer Science and Human-Computer Interaction (HCI) research. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. We present a close reading of literature discussing gender sensitivity in HCI research to provide practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Our analysis provides a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better serve marginalised populations through their work.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132238289","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}
Sarah Alaghbari, A. Mitschick, Gregor Blichmann, M. Voigt, Raimund Dachselt
{"title":"Achiever or explorer?: gamifying the creation process of training data for machine learning","authors":"Sarah Alaghbari, A. Mitschick, Gregor Blichmann, M. Voigt, Raimund Dachselt","doi":"10.1145/3404983.3405519","DOIUrl":"https://doi.org/10.1145/3404983.3405519","url":null,"abstract":"The development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make tedious tasks more interesting. This paper proposes a multi-step process for gamifying the manual creation of training data for machine learning purposes. We choose a user-adapted approach based on the results of a preceding user study with the target group (employees of an AI software development company) which helped us to identify annotation use cases and the users' player characteristics. The resulting concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of the company's existing annotation tool and serves as a basis for further observations.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130105443","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 M. Klein, Andreas Hinderks, Martin Schrepp, Jörg Thomaschewski
{"title":"Construction of UEQ+ scales for voice quality: measuring user experience quality of voice interaction","authors":"Andreas M. Klein, Andreas Hinderks, Martin Schrepp, Jörg Thomaschewski","doi":"10.1145/3404983.3410003","DOIUrl":"https://doi.org/10.1145/3404983.3410003","url":null,"abstract":"The UEQ+ is a modular framework for the construction of UX questionnaires. The researcher can pick those scales that fit his or her research question from a list of 16 available UX scales. Currently, no UEQ+ scales are available to allow measuring the quality of voice interactions. Given that this type of interaction is increasingly essential for the usage of digital products, this is a severe limitation of the possible products and usage scenarios that can be evaluated using the UEQ+. We describe in this paper the construction of three specific scales to measure the UX of voice interactions. Besides, we discuss how these new scales can be combined with existing UEQ+ scales in evaluation projects.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121413240","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}