Alina Hang, E. V. Zezschwitz, A. D. Luca, H. Hussmann
{"title":"Too much information!: user attitudes towards smartphone sharing","authors":"Alina Hang, E. V. Zezschwitz, A. D. Luca, H. Hussmann","doi":"10.1145/2399016.2399061","DOIUrl":"https://doi.org/10.1145/2399016.2399061","url":null,"abstract":"Modern smartphones carry a huge amount of sensitive data. This includes personal information, business information or account information of various online services. In a situation where sharing the device with another person is unavoidable, this data might be in danger. In this paper, we present insights into up-to-date mobile device sharing behavior. We analyzed which data people are concerned of, which data people are willing to share and with whom people would share their device. Our results are based on the findings of a focus group and a user study. Based on those, we derived design implications, which can guide or help with the development of privacy-respectful sharing concepts for smartphones.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115424571","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":"Bannerbattle: introducing crowd experience to interaction design","authors":"Rune Veerasawmy, O. Iversen","doi":"10.1145/2399016.2399052","DOIUrl":"https://doi.org/10.1145/2399016.2399052","url":null,"abstract":"We introduce crowd experience as an emergent field in interaction design research. Crowds as social phenomena are already well-established as a research theme in sociology and social psychology. However, the understanding of crowds as users of technology is so far unexplored. Based on the existing literature on crowd behavior, we identify three distinct qualities of crowd experience, which we introduce to interaction design: imitation, emergence, and self-organization. These three qualities informed the design of the research prototype, BannerBattle, which is an interactive display to support crowd experiences at football stadiums. Based on findings in the case study, we discuss how crowd theory complements and challenges existing experience-centered design approaches. We suggest that crowd theory is an important resource when designing technology to support crowd experiences. Moreover, a focus on crowd experience may nuance and expand the already well-established field of experience-centered design research.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122650485","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":"VisualizIR: a game for identifying and categorizing relevant text in documents","authors":"Christopher G. Harris","doi":"10.1145/2399016.2399100","DOIUrl":"https://doi.org/10.1145/2399016.2399100","url":null,"abstract":"In this paper, we introduce VisualizIR, a game where players identify relevant document terms that match predefined categories. VisualizIR evaluates players on accuracy, recall, and precision against an established gold standard, a pooled consensus of judgments made by other players, or a weighted combination of the two. The annotated document can then viewed by any XML-compatible browser, allowing for quick identification of terms in the document related to each category. Here we describe some of the playability design tradeoffs made during the game's development, as well as our findings from two experiments conducted using VisualizIR output.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114383352","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 teaching analytics: communication and negotiation tool (CoNeTo)","authors":"Ravikiran Vatrapu, Usman Tanveer, Abid Hussain","doi":"10.1145/2399016.2399141","DOIUrl":"https://doi.org/10.1145/2399016.2399141","url":null,"abstract":"In this paper, we present a short description of CoNeTo, a web-based collaborative application that facilitates the communication and negotiation of students' learning activities and inferences about their knowledge states, skill levels, and aptitudes as part of the next-tell EU project (www.next-tell-eu) that is developing methods and tools for technology enhanced formative assessment and pedagogical decision-making. System description, use cases, and an annotated screenshot of CoNeTo are presented. The paper concludes with an outline of future work on the research and development of CoNeTo.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114544522","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":"FittsTilt: the application of Fitts' law to tilt-based interaction","authors":"I. Mackenzie, Robert J. Teather","doi":"10.1145/2399016.2399103","DOIUrl":"https://doi.org/10.1145/2399016.2399103","url":null,"abstract":"We evaluated tilt as an input method for devices with built-in accelerometers, such as touchscreen phones and tablet computers. The evaluation was empirical and experimental. Sixteen participants performed a tilt-based position-select task, similar to the multi-directional Fitts' law task in ISO 9241-9. Four levels of tilt gain (25, 50, 100, and 200) and two selection modes (first-entry and 500 ms dwell) were used. Movement times were lowest with tilt gain = 50 and first-entry selection. Maximum tilt angles ranged from about 2° to 13°, depending on condition. Tilt as an input primitive is shown to conform to Fitts' law. Throughput is low, however, about 2.3 bits/s for first-entry and 1.2 bits/s for dwell.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129411750","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 meaningful visitor engagement at a living history museum","authors":"L. Ciolfi, Marc McLoughlin","doi":"10.1145/2399016.2399028","DOIUrl":"https://doi.org/10.1145/2399016.2399028","url":null,"abstract":"This paper presents an interactive installation designed to facilitate and support visitor engagement in a living history museum. Little research thus far has explored how interaction design can bring added value to living history museums, although they present great potential for participation, interactivity and engagement. We discuss the design rationale for the prototype installation we have developed for a living history museum called Bunratty Folk Park, and present exemplars of empirical data showing how the system merged into the site facilitating an engaging experience for a particular category of visitors.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129440106","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}
Florian Güldenpfennig, Wolfgang Reitberger, G. Fitzpatrick
{"title":"Of unkempt hair, dirty shirts and smiling faces: capturing behind the mobile camera","authors":"Florian Güldenpfennig, Wolfgang Reitberger, G. Fitzpatrick","doi":"10.1145/2399016.2399063","DOIUrl":"https://doi.org/10.1145/2399016.2399063","url":null,"abstract":"What would it be like, if every photo could be turned around to reveal its photographer in the moment of image capture? In this paper we report on a new camera phone application BehindTheCamera (BTC). In contrast to traditional photography, BTC employs both front and rear cameras to capture not only the target of interest, but also the photographer or scene behind the camera. We conducted an exploratory study with 8 participants over 10 months to reveal usage patterns and possible benefits for the user. A thematic analysis of the BTC images suggested seven salient categories of use. Our findings were substantiated by in-depth interviews and later review of images with the participants to capture their experience with BTC. The findings point to the value of BTC for supporting creativity, play, and capturing the interplay of photographer and motif for later rich reflection.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130347389","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":"Modeling vibrotactile detection by logistic regression","authors":"H. J. Andersen, A. Morrison, Lars Knudsen","doi":"10.1145/2399016.2399092","DOIUrl":"https://doi.org/10.1145/2399016.2399092","url":null,"abstract":"In this study we introduce logistic regression as a method for modeling, in this case the user's detection rate, to more easily show cross-effecting factors, necessary in order to design an adaptive system. Previously such effects have been investigated by a variety of linear regression type methods but these are not well suited for developing adaptive systems. We investigate the method on a qualitative and quantitative dataset with ages spanning from seven to 79 years under indoor and outdoor experimental settings. The results show that the method is indeed a suitable candidate for quantification of, in this instance vibrotactile information, and for the future design of user-adaptive vibrotactile displays. More generally the model shows potential for designing a variety of adaptive systems.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130889598","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":"How interactive artifacts \"change\" over time: a visual analysis","authors":"Chung-Ching Huang, E. Stolterman","doi":"10.1145/2399016.2399086","DOIUrl":"https://doi.org/10.1145/2399016.2399086","url":null,"abstract":"Not only are people or contexts subject to change in the trajectory of artifact use, many interactive products or systems themselves also change over time. Joining the trend of longitudinal studies of user experience with cognitive, behavioral, social or historical perspectives, we propose an artifact-centered temporal approach for analyzing interactive artifacts over time. In this paper we introduce one way to analyze an interaction from a temporal perspective, and how to represent changes over time in a visual way. We present a form of visual diagrams focusing on temporal changes of functions, interfaces and goals. Examples of these diagrams are developed and discussed. We reflect on the use of visual analysis as a tool for developing a better understanding of artifacts and their use over time, and discuss the limitation, advantage, and implications of the proposed visual analysis method. We conclude with the call that, when imagining future use of interactive systems, designers can gain valuable insights by methodologically examine how interactive artifacts change over time.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131075304","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}
Frederic Kerber, Pascal Lessel, Florian Daiber, A. Krüger
{"title":"Shift 'n' touch: combining Wii Balance Board and Cubtile","authors":"Frederic Kerber, Pascal Lessel, Florian Daiber, A. Krüger","doi":"10.1145/2399016.2399149","DOIUrl":"https://doi.org/10.1145/2399016.2399149","url":null,"abstract":"Combining input devices opens up new possibilities for interaction. We have investigated a Nintendo Wii Balance Board which allows foot input through weight-shifting together with an Immersion Cubtile which is a 3D multi-touch device. We have developed a framework that allows a mapping of inputs from both devices to output actions simulating keyboard strokes as well as mouse clicks and movements. Thus, with this setup, existing computer applications can be controlled. Exemplarily, a first-person shooter was used as a starting point for investigating this new device combination.","PeriodicalId":352513,"journal":{"name":"Nordic Conference on Human-Computer Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133638582","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}