C. Leonardi, Nicola Doppio, B. Lepri, M. Zancanaro, Michele Caraviello, F. Pianesi
{"title":"Exploring long-term participation within a living lab: satisfaction, motivations and expectations","authors":"C. Leonardi, Nicola Doppio, B. Lepri, M. Zancanaro, Michele Caraviello, F. Pianesi","doi":"10.1145/2639189.2670242","DOIUrl":"https://doi.org/10.1145/2639189.2670242","url":null,"abstract":"This paper presents an assessment of the experience with a Living Lab project which is currently involving 128 families with young children in a long-term relation to design mobile services for this user group. Living Labs are a promising way to manage innovation yet they also pose several challenges to retain participants and to keep their motivation high for a long-term period. We discuss the strategies used in our project to encourage and manage participation. We then present an initial assessment focused on participants' satisfaction, perceived burden, motivational drivers and needs.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124837347","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":"Aesthetics of interaction: a literature synthesis","authors":"Eva Lenz, S. Diefenbach, Marc Hassenzahl","doi":"10.1145/2639189.2639198","DOIUrl":"https://doi.org/10.1145/2639189.2639198","url":null,"abstract":"New technologies provide expanded opportunities for interaction design. The growing number of possible ways to interact, in turn, creates a new responsibility for designers: Besides the product's visual aesthetics, one has to make choices about the aesthetics of interaction. This issue recently gained interest in Human-Computer Interaction (HCI) research. Based on a review of 19 approaches, we provide an overview of today's state of the art. We focused on approaches that feature \"qualities\", \"dimensions\" or \"parameters\" to describe interaction. Those fell into two broad categories. One group of approaches dealt with detailed spatio-temporal attributes of interaction sequences (i.e., action-reaction) on a sensomotoric level (i.e., form). The other group addressed the feelings and meanings an interaction is enveloped in rather than the interaction itself (i.e., experience). Surprisingly, only two approaches addressed both levels simultaneously, making the explicit link between form and experience. We discuss these findings and its implications for future theory building.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125038828","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 Braun, Stephan Neumann, Sönke Schmidt, R. Wichert, Arjan Kuijper
{"title":"Towards interactive car interiors: the active armrest","authors":"Andreas Braun, Stephan Neumann, Sönke Schmidt, R. Wichert, Arjan Kuijper","doi":"10.1145/2639189.2670191","DOIUrl":"https://doi.org/10.1145/2639189.2670191","url":null,"abstract":"Modern cars are often equipped with touch-based interaction systems, such as touchscreens or touchpads. However, they are typically exposed within the car environment. In this paper, we present the Active Armrest. This regular car armrest is equipped with capacitive proximity sensors that combine limb detection and recognition of gestures. The sensors are designed for invisible integration into existing environments and can be used to create interactive surfaces in a car. We investigate two different types of gestural interaction, touch gestures with the arm lifted and free-air finger gestures performed above the interactive area, while the arm stays on the armrest. The system was integrated into a prototype and tested for gesture recognition precision and usability.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122013256","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":"Mixed feelings?: the relationship between perceived usability and user experience in the wild","authors":"Eeva Raita, Antti Oulasvirta","doi":"10.1145/2639189.2639207","DOIUrl":"https://doi.org/10.1145/2639189.2639207","url":null,"abstract":"Although both user experience and perceived usability have been extensively studied, the relationship between the two is less well understood. Prior empirical research suggests that perceived usability influences especially negative user experiences, but the effect depend on goals, contexts, and expectations. The paper contributes on this theme with description of a field study covering self-reporting of 12 subjects using a new smartphone. The findings confirm some earlier views on the relationship but also permit a richer understanding. Unlike prior work, the results show that perceived usability can play an important role in ambivalent experiential episodes. These episodes emerge from a clash between desired uses and either poor perceived usability or lack of appropriateness in the broader social context. We discuss our findings in relation to prior studies.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122039884","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}
K. Turnhout, A. Bennis, Sabine Craenmehr, R. Holwerda, M. Jacobs, Ralph Niels, Lambert Zaad, S. Hoppenbrouwers, Dick Lenior, R. Bakker
{"title":"Design patterns for mixed-method research in HCI","authors":"K. Turnhout, A. Bennis, Sabine Craenmehr, R. Holwerda, M. Jacobs, Ralph Niels, Lambert Zaad, S. Hoppenbrouwers, Dick Lenior, R. Bakker","doi":"10.1145/2639189.2639220","DOIUrl":"https://doi.org/10.1145/2639189.2639220","url":null,"abstract":"In this paper we discuss mixed-method research in HCI. We report on an empirical literature study of the NordiCHI 2012 proceedings which aimed to uncover and describe common mixed-method approaches, and to identify good practices for mixed-methods research in HCI. We present our results as mixed-method research design patterns, which can be used to design, discuss and evaluate mixed-method research. Three dominant patterns are identified and fully described and three additional pattern candidates are proposed. With our pattern descriptions we aim to lay a foundation for a more thoughtful application of, and a stronger discourse about, mixed-method approaches in HCI.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120995779","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":"Urban computing in theory and practice: towards a transdisciplinary approach","authors":"Hannu Kukka, Johanna Ylipulli, A. Luusua, A. Dey","doi":"10.1145/2639189.2639250","DOIUrl":"https://doi.org/10.1145/2639189.2639250","url":null,"abstract":"In this paper we present a multi-themed discussion on urban computing. We call for a more transdisciplinary approach to the field, and point out that urban computing systems are always necessarily an amalgamation of three interrelated components -- space, people, and technology. Because of these three elements, we argue that computer scientists cannot expect to stand alone and create systems that would respect the complex and messy sociocultural context in which these technologies operate. It is only through a deeper understanding of the existing social, cultural, and political contexts that we can hope to build deployments that respect and enhance the experience of living a technologically mediated life, and this understanding can only be achieved by including researchers from the social sciences as well as architecture and urban design. We will conclude by presenting our vision for a more transdisciplinary approach to urban computing.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122340235","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}
Marc Busch, Mario Lorenz, M. Tscheligi, C. Hochleitner, Trenton Schulz
{"title":"Being there for real: presence in real and virtual environments and its relation to usability","authors":"Marc Busch, Mario Lorenz, M. Tscheligi, C. Hochleitner, Trenton Schulz","doi":"10.1145/2639189.2639224","DOIUrl":"https://doi.org/10.1145/2639189.2639224","url":null,"abstract":"Presence, the participants' feeling of \"being there\" in an environment, is important for usability studies, as this can affect their outcomes. We aim at extending the concept of presence from virtual to real environments in the context of usability studies. We compare two environments -- a virtual field environment (Cave Automatic Virtual Environment [CAVE]) and a real laboratory environment -- in a between-subjects study by means of presence. In both environments, we evaluate the usability and learnability of a mobile application. Data (n = 65) shows higher ecological validity for the real environment, but higher engagement as well as higher negative effects for the virtual environment. There is no significant difference between usability and learnability between the two environments. Presence factors are significantly related to usability in the two environments. The results suggest that -- although there are differences in presence -- virtual and real environments perform equally in usability studies.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127554952","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":"Rhetorical evaluation of user interfaces","authors":"Omar Sosa Tzec, Martin A. Siegel","doi":"10.1145/2639189.2641209","DOIUrl":"https://doi.org/10.1145/2639189.2641209","url":null,"abstract":"This paper introduces an approach for evaluating user interfaces built on visual rhetoric and the rhetorical notion of function. A personal informatics mobile application has been selected to exemplify the application of this approach. Through the results of this example evaluation, this paper discusses the consequence of applying a rhetorical evaluation to a user interface. In this discussion, it is observed that inspecting the function performed by interface components takes into account experiences, communication, and meaning. In addition, it fosters reflection and criticism.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"8 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133651647","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":"User experience evaluation through the brain's electrical activity","authors":"Akshay Aggarwal, G. Niezen, H. Thimbleby","doi":"10.1145/2639189.2639236","DOIUrl":"https://doi.org/10.1145/2639189.2639236","url":null,"abstract":"A novel system for measuring the user experience of any user interface by measuring the feedback directly from the brain through Electroencephalography (EEG) is described. We developed an application that records data for different emotions of the user while using any interface and visualises the data for any interval during the task, as well as presenting various statistics and insight about the data. The application also provides the points of mouse movement on any interface as different coloured dots, where the colour represents the mental load at those points. This makes it easier to identify the user experience based on emotions at exact points on the user interface. In experiments, the brain activity of participants was recorded while they performed tasks on both a well-designed and poorly designed user interface. Screen and mouse cursor position were recorded, along with the values of several facial expressions and emotions extracted from the EEG. Users were interviewed after the study to share their experiences. For each study session analysis was done by comparing EEG, screen recording and interview data. Results showed that frustration, furrow and excitement values reflect user experience.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127004305","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 engagement: tangible interaction in multisensory environments","authors":"Héctor A. Caltenco, Henrik Svarrer Larsen","doi":"10.1145/2639189.2670274","DOIUrl":"https://doi.org/10.1145/2639189.2670274","url":null,"abstract":"The pedagogical use of multisensory environments (MSE/Snoezelen) addresses the fundamentals of engagement in the world through rich, wondrous and sensuous experiences. Despite the diversity of artefacts and materials used in these practices, interactive designs are few, screen-centric or limited to simplistic behaviour. Twenty-four children with profound developmental disabilities from three MSE institutions have together with us and pedagogues explored potentials in interactivity for MSE. From a suite of 17 interactive designs, we will describe the three we will demo.","PeriodicalId":354301,"journal":{"name":"Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130392645","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}