Proceedings of the 28th Australian Conference on Computer-Human Interaction最新文献

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Inner disturbance: towards understanding the design of vertigo games through a novel balancing game 内在干扰:通过新颖的平衡游戏来理解眩晕游戏的设计
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010999
Richard Byrne, Joe Marshall, F. Mueller
{"title":"Inner disturbance: towards understanding the design of vertigo games through a novel balancing game","authors":"Richard Byrne, Joe Marshall, F. Mueller","doi":"10.1145/3010915.3010999","DOIUrl":"https://doi.org/10.1145/3010915.3010999","url":null,"abstract":"The design space of vertigo games is underexplored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Disturbance, which uses Galvanic Vestibular Stimulation to affect the player's balance. Following study observations and a thematic analysis of Inner Disturbance (N=10), we present four themes and associated design sensitivities that can be used to aid designers of future digital vertigo games. With this work we aim to encourage others to experiment within this exciting new design space for digital games.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"173 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":"123199283","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
Sleep tracking in the real world: a qualitative study into barriers for improving sleep 现实世界中的睡眠追踪:一项改善睡眠障碍的定性研究
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010988
Zilu Liang, Bernd Ploderer
{"title":"Sleep tracking in the real world: a qualitative study into barriers for improving sleep","authors":"Zilu Liang, Bernd Ploderer","doi":"10.1145/3010915.3010988","DOIUrl":"https://doi.org/10.1145/3010915.3010988","url":null,"abstract":"Wearable devices like Fitbit and Apple Watch provide convenient access to personal information about sleep habits. However, it is unclear if awareness of one's sleep habits also translates into improved sleep. Hence, we conducted an interview study with 12 people who track their sleep with Fitbit devices to investigate if they have managed to improve their sleep and to examine potential barriers for improving sleep. The participants reported increased awareness of sleep habits, but none of the participants managed to improve their sleep. They faced three barriers in improving their sleep: (1) not knowing what is normal sleep, (2) not being able to diagnose the reasons for a lack of sleep, and (3) not knowing how to act. This paper discusses how to address these barriers, both conceptually as well through design considerations - reference points, connections to lifestyle data, and personalised recommendations - to help users gain improvements in wellbeing from their personal data.","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":"123794325","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: 43
Spreading word: author frequency of app user reviews 传播信息:应用用户评论的作者频率
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3011850
Leonard Hoon, Milica Stojmenovic, Rajesh Vasa, G. Farrell
{"title":"Spreading word: author frequency of app user reviews","authors":"Leonard Hoon, Milica Stojmenovic, Rajesh Vasa, G. Farrell","doi":"10.1145/3010915.3011850","DOIUrl":"https://doi.org/10.1145/3010915.3011850","url":null,"abstract":"App stores allow developers to publish new updates directly to users. Users evaluate and leave public reviews of their opinions and experiences for others to see. App ratings and reviews are a purchase determinant for users, and are free user-based usability tests. Existing literature offers approaches to extract information from or to summarise app reviews, but what can we say about the authors themselves? We analysed about 8.7 million iOS app reviews written by over 5.5 million unique authors. We found that 71.5% of authors only wrote one review. Only 13,224 instances of authors re-reviewing were observed, by 12,667 authors for 3,345 apps.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"30 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":"126718447","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
Session details: Games and education 会议细节:游戏和教育
{"title":"Session details: Games and education","authors":"","doi":"10.1145/3254141","DOIUrl":"https://doi.org/10.1145/3254141","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"4 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":"116978753","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
mHealth intervention design: creating mHealth interventions for behaviour change 移动健康干预设计:为行为改变创建移动健康干预
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010986
Anthony Smith, K. Salas, B. Schüz, S. G. Ferguson, Ian J. Lewis
{"title":"mHealth intervention design: creating mHealth interventions for behaviour change","authors":"Anthony Smith, K. Salas, B. Schüz, S. G. Ferguson, Ian J. Lewis","doi":"10.1145/3010915.3010986","DOIUrl":"https://doi.org/10.1145/3010915.3010986","url":null,"abstract":"Mobile health (mHealth) behavioural interventions have increasingly recognised the importance of integrating evidence supported behaviour change techniques and user centred design feedback. This paper presents a mHealth intervention design process that systematically integrates these criteria in the context of designing a novel app to modify snacking behaviour. The design process builds upon previous work with stages to facilitate \"conceptualisation\", \"formative research and pretesting activities\", \"pilot trials\" and \"evaluation trials\". In \"conceptualisation\", we use the validated Behaviour Change Wheel framework as a means to illustrate how an innovative mHealth snacking app can be achieved through the use of evidence-based behaviour change techniques (cue monitoring and implementation intentions). We then illustrate how the Health IT Usability Evaluation Model framework can support user centred design in \"formative research and pretesting activities\", \"pilot trials\" and \"evaluation trials\".","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"15 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":"131161313","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
Information sharing between family members of children with intellectual disability: future perspectives of ICT 智障儿童家庭成员之间的信息共享:信息通信技术的未来前景
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3011847
Filip Bircanin, M. Brereton
{"title":"Information sharing between family members of children with intellectual disability: future perspectives of ICT","authors":"Filip Bircanin, M. Brereton","doi":"10.1145/3010915.3011847","DOIUrl":"https://doi.org/10.1145/3010915.3011847","url":null,"abstract":"Children with intellectual disabilities (ID) can benefit greatly from technologies, when the technologies fit with their motivations and interaction needs. This paper investigates literature on how families of children with ID become aware of and adopt technologies, in order to identify the current practices and opportunities for better support for families. The analysis and findings point to the difficulties faced and the need for creating a sustainable web-based community that can effectively disseminate and share knowledge about how technologies are used and what technologies are needed. A video-based sharing community is proposed and the form that this community might take is then discussed.","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":"128535363","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
MuSS-bits: sensor-display blocks for deaf people to explore musical sounds MuSS-bits:用于聋人探索音乐声音的传感器显示块
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010939
B. Petry, Thavishi Illandara, Suranga Nanayakkara
{"title":"MuSS-bits: sensor-display blocks for deaf people to explore musical sounds","authors":"B. Petry, Thavishi Illandara, Suranga Nanayakkara","doi":"10.1145/3010915.3010939","DOIUrl":"https://doi.org/10.1145/3010915.3010939","url":null,"abstract":"Hearing loss makes learning a musical instrument a challenging task. Prior work suggests that a universal sensory substitution system that works uniformly across all deaf users may not exist given the diversity within the deaf community. In this paper, we present Music Sensory Substitution (MuSS) Bits, wireless sensor-display pairs that enable exploration of musical sound as well as customization of visual and vibrotactile feedback to cater to individual requirements and preferences. MuSS-Bits are portable, easy to deploy on the user's body, on an instrument, or in the environment, and provide real-time feedback. We review existing music sensory substitution systems, discuss the design space for MuSS-Bits, present details of a prototypical implementation and illustrate interaction possibilities including initial user reactions.","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":"131929343","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: 19
Public DisPLAY: social games on interactive public screens 公共展示:互动公共屏幕上的社交游戏
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010917
Travis Cox, M. Carter, Eduardo Velloso
{"title":"Public DisPLAY: social games on interactive public screens","authors":"Travis Cox, M. Carter, Eduardo Velloso","doi":"10.1145/3010915.3010917","DOIUrl":"https://doi.org/10.1145/3010915.3010917","url":null,"abstract":"In this paper we introduce, examine, and reflect on player and spectator interaction, socialization, and engagement with two gesture-based multiplayer games deployed on two sensor-enabled and networked semi-public campus displays. One within a transitory corridor, the other in an open plan combined study area and student services space. Our results show that sensor placement and installation contexts of the display, as well as how players are introduced to the interaction techniques of the game, affect the screens' capacity to support social play. We subsequently offer concrete recommendations on how public display games can be built to encourage social play between two to four participants, limit social embarrassment, and encourage spectators to become active players. In doing so, we extend prior work that has primarily focused on single-user or crowd-based interaction.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"157 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":"122424808","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: 17
Facilitating redesign with design cards: experiences with novice designers 用设计卡促进重新设计:新手设计师的经验
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010921
Nis Bornoe, Anders Bruun, J. Stage
{"title":"Facilitating redesign with design cards: experiences with novice designers","authors":"Nis Bornoe, Anders Bruun, J. Stage","doi":"10.1145/3010915.3010921","DOIUrl":"https://doi.org/10.1145/3010915.3010921","url":null,"abstract":"While effort has been put into developing and evaluating usability evaluation methods less attention has been paid to shifting usability feedback into improved designs. We report from a study with 44 novice designers creating redesign suggestions. Some were provided with domain specific design cards to facilitate the redesign process. Design cards are physical cards used to structure a collaborative process, and providing design cues such as keywords and questions. Afterward, three developers assessed the quality of the suggestions. We found that the cards diversified the range of system aspects that novices considered, supported ideation, and kept the discussion going. However, the cards did not compensate the limited design experience, and the participants had challenges understanding the value of the cards, and implement them in the process. Having developers assessing the subjective quality of the suggestions turned out to be challenging due to low inter-rater reliability.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"99 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":"128793154","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: 13
"Out of sight, out of mind", investigating affective intergenerational communication over distance “眼不见,心不烦”,调查远距离的情感代际交流
Proceedings of the 28th Australian Conference on Computer-Human Interaction Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010937
Angeline Mayasari, S. Pedell, Carolyn Barnes
{"title":"\"Out of sight, out of mind\", investigating affective intergenerational communication over distance","authors":"Angeline Mayasari, S. Pedell, Carolyn Barnes","doi":"10.1145/3010915.3010937","DOIUrl":"https://doi.org/10.1145/3010915.3010937","url":null,"abstract":"The geographic separation of the generations due to globalisation decreases opportunities to maintain communication and connectedness between grandparents and adolescent grandchildren. Many studies consider the importance of social presence in relationships, ignoring how to make such relationships meaningful. Most studies in HCI that discuss technology-supported communication in fostering intergenerational relationships examine relations between grandparents and child or adult grandchildren. This paper investigates the emotions expressed by grandparents and adolescent grandchildren in online and offline interaction by examining the expression of emotions in their actual interactions. This approach provides insight into which emotions are commonly expressed and how they are expressed using Computer Mediated Communication (CMC). Such insights can inform the design of new, affective tools to foster communication and connectedness in these specific intergenerational dyads. Our method covers focus group, cultural probe and interview. In particular, we discuss the use of a Show & Tell game as an instrument to investigate emotions in actual interaction. Our findings show that care, happiness and also negative perceptions were commonly communicated within the participating dyads and that CMC can assist in the transmission of feelings that were unspoken in face-to-face interaction, fostering connectedness between dyads.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"100 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121014926","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: 7
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