Geremy Farr-Wharton, Daniel Filonik, Julian Origliasso, Damian Grasso, Markus Rittenbruch, M. Foth
{"title":"Grids and networks: two exploratory approaches for visualising bibliometric data on very large displays","authors":"Geremy Farr-Wharton, Daniel Filonik, Julian Origliasso, Damian Grasso, Markus Rittenbruch, M. Foth","doi":"10.1145/3010915.3010916","DOIUrl":"https://doi.org/10.1145/3010915.3010916","url":null,"abstract":"Current personal single-user devices, such as smartphones, tablets, or laptops, struggle to provide the contextual awareness and coordination capabilities required for the effective collaborative analysis of large datasets. Instead, large interactive displays offer unique opportunities for co-located collaboration in meeting room environments. However, supporting collaborative interaction across multiple large displays presents distinctive challenges for interaction designers. This paper explores and compares novel interaction techniques and visualisations for large displays, with a focus on two distinct approaches for collaborative browsing and filtering of multivariate datasets: (i) shared zoomable grid view, and (ii) multiple individual network views. In order to evaluate the effectiveness of our proposed interfaces for multi-user exploratory analysis, we applied the designs to a specific use case, namely the problem of displaying research metadata from bibliographic databases to extract and collate narratives and overarching themes for research grant proposals. Following an agile design methodology, we created two prototypes incorporating our designs. We weigh the benefits and limitations of each approach by comparing them along two key dimensions: (i) methods of interaction, and (ii) visual representation. Subsequently, we compare the two design approaches and discuss the circumstances and situations that would be beneficial for use. This research and its implications are intended to inform future research exploring the design of collaborative interfaces for large-scale interaction environments.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133016577","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. Brown, David Silvera-Tawil, Petra Gemeinboeck, J. McGhee
{"title":"The case for conversation: a design research framework for participatory feedback from autistic children","authors":"S. Brown, David Silvera-Tawil, Petra Gemeinboeck, J. McGhee","doi":"10.1145/3010915.3010934","DOIUrl":"https://doi.org/10.1145/3010915.3010934","url":null,"abstract":"This paper presents the human-centred design approach followed throughout the development of the Responsive Dome Environment, an interactive multi-sensory space designed to elicit social communication between children and their parent or carer. The study aims to recognise the value of participant voice, using an action research approach which is framed as \"not research on people or about people, but research with people\" (Heron, 2007, p. 366). But what are the participatory design challenges for working with people that are non-verbal or have difficulty communicating their feedback? Throughout the case study described here, it is argued that employing inter-disciplinary methods for opening multiple channels of communication leads to a richer picture of participatory experience. This paper also introduces 'conversational probes', a design framework used to elicit and record feedback in experimental studies with autistic children. We describe how methods used in support of this framework can encourage participants to refocus their expression; in particular, the use of 'sabotage' as a disruptive device. This new approach would benefit the developmental stages of interaction design and HCI projects, particularly those working with a population that has difficulty in communicating participatory feedback.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127363700","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 role of immersion during situated memory recall within virtual worlds","authors":"Joel Harman, Ross Brown, Daniel M. Johnson","doi":"10.1145/3010915.3010945","DOIUrl":"https://doi.org/10.1145/3010915.3010945","url":null,"abstract":"Eliciting accurate knowledge from individuals is a non-trivial challenge. In this paper, we present the evaluation of a virtual reality-based approach to knowledge elicitation informed by situated cognition theory. This approach places users into 3D virtual worlds representing real-world locations and asks them to recall information about tasks completed in those locations. Through an empirical A/B evaluation of 64 users, we investigate whether the situated context provided by these virtual environments is adequate to assist with memory recall, and explore whether the added immersion provided by a head-mounted display (HMD) may meaningfully improve user memory recall capability when compared with a desktop display experience. Results suggest that those provided with a HMD may be able to recall more information about a sequenced task than those provided with a desktop display.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131477795","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":"Design digital mindfulness for personal wellbeing","authors":"Bin Zhu, A. Hedman, Haibo Li","doi":"10.1145/3010915.3011841","DOIUrl":"https://doi.org/10.1145/3010915.3011841","url":null,"abstract":"The digital health and wellbeing movement has led to development of what we here baptize as digital mindfulness applications that allow people to improve psychological wellbeing. The approaches to digital mindfulness vary greatly and as a researcher it can be difficult to gain an overview of the field and what to focus on in one's own research. Here we describe four levels of digital mindfulness with examples and focus on the larger question of how to design for digital mindfulness. We end up with a set of general issues that we hope will generate further discussion and research in the field of digital mindfulness.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124623185","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":"Challenges and opportunities in user centric shipping: developing a human centred design approach for navigation systems","authors":"M. Grech, M. Lützhöft","doi":"10.1145/3010915.3010920","DOIUrl":"https://doi.org/10.1145/3010915.3010920","url":null,"abstract":"Out-of-the-loop, clumsy automation, radar assisted collisions and design induced errors, are all too familiar terms in the human factors literature. Unfortunately, these latent factors are very much present in the operation of maritime navigation systems (Rowley et al., 2006) in some cases leading to unsafe acts with consequenmtial outcomes. Lacking in usability some of these navigation systems have trapped the crew into what is sometimes referred to, but seldom investigated, as design induced errors. This paper will describe the process adopted by the international community with major input from Australia in ensuring that a research driven Human Centred Design (HCD) approach is applied in the development of future navigation systems, resulting in a dedicated guideline. Apart from describing the core elements of the new guideline, the challenges posed from a maritime regulatory perspective in developing and ensuring acceptance will also be discussed.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124871490","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, A. Soro, M. Brereton, A. Hong, P. Roe
{"title":"Designing evaluation beyond evaluating design: measuring success in cross-cultural projects","authors":"J. L. Taylor, A. Soro, M. Brereton, A. Hong, P. Roe","doi":"10.1145/3010915.3010965","DOIUrl":"https://doi.org/10.1145/3010915.3010965","url":null,"abstract":"This paper considers the issue of evaluation in cross-cultural contexts, where the focus on Western principles of technology quality can be problematic. We present a case study of designing a Digital Community Noticeboard with an Australian Aboriginal community, and discuss how its evaluation may be better approached in terms of 'designing futures'. Rather than viewing evaluation as the validation of a designed artefact, our approach is focused on mapping progress towards a vision for a future world that shapes, and is shaped by the noticeboard, as the two have mutually evolved. The resulting insights go beyond the technical and lead to a better understanding of how the noticeboard may fit with everyday practices, local values and social protocols, and issues of sustainability. This shift in perspective helps to foreground these socio-technical factors and research problems that may otherwise pass unnoticed.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121676242","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":"Designing for technicians working in the field: 8 usability heuristics for mobile application design","authors":"Andrew Johnston, M. Pickrell","doi":"10.1145/3010915.3011003","DOIUrl":"https://doi.org/10.1145/3010915.3011003","url":null,"abstract":"Mobile applications are frequently used by technicians and logistics personnel to access documentation and communicate and log information about the work they do in the field. Currently, however, there are no context-specific usability heuristics for use by designers who are building mobile applications for this sector. By conducting contextual inquiries with technicians and logistics personnel who use mobile applications for their day to day work, we identified specific usability issues affecting the use of these applications. From this research, we propose a set of eight heuristics for use by designers and developers creating mobile applications for users in this area.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124302496","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: Touch and gesture","authors":"","doi":"10.1145/3254137","DOIUrl":"https://doi.org/10.1145/3254137","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122514552","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":"App characteristics guide for ICT integration in early childhood education: an experience analysis","authors":"Margaret Chua, C. Chua","doi":"10.1145/3010915.3011842","DOIUrl":"https://doi.org/10.1145/3010915.3011842","url":null,"abstract":"In the early childhood setting, introducing appropriate technologies and providing the skills, knowledge and techniques to enhance children's learning is very important. This paper proposes an application (app) characteristics guide in the design and development of apps that support ICT integration in early childhood teaching. It also presents the experiences of using existing apps that satisfy the identified app characteristics that enable children to communicate, play and learn. Finally, it presents observations on how well these apps are integrated into early childhood teaching.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"155 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127354632","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":"Pokémon DRIVE: towards increased situational awareness in semi-automated driving","authors":"R. Schroeter, Fabius Steinberger","doi":"10.1145/3010915.3010973","DOIUrl":"https://doi.org/10.1145/3010915.3010973","url":null,"abstract":"Recent advances in vehicle automation have led to excitement and discourse in academia, industry, the media, and the public. Human factors such as trust and user experience are critical in terms of safety and customer acceptance. One of the main challenges in partial and conditional automation is related to drivers' situational awareness, or a lack thereof. In this paper, we critically analyse state of the art implementations in this arena and present a proactive approach to increasing situational awareness. We propose to make use of augmented reality to carefully design applications aimed at constructs such as amplification and voluntary attention. Finally, we showcase an example application, Pokémon DRIVE, that illustrates the utility of our proposed approach.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126231765","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}