R. Peiris, Suranga Nanayakkara, Vikum Wijesinghe, K. Minamizawa
{"title":"KineticCanvas: Synergetic Effort Between Art and Technology","authors":"R. Peiris, Suranga Nanayakkara, Vikum Wijesinghe, K. Minamizawa","doi":"10.1145/2838739.2838794","DOIUrl":"https://doi.org/10.1145/2838739.2838794","url":null,"abstract":"Kinetic Canvas is an attempt to synergise art and technology, where artists can animate paintings on their drawing canvas to represent a passage of time. We collaborated with a professional artist who works on \"nihonga\" artwork (artwork that features traditional Japanese techniques) to create a 5 feet by 3 feet art piece for a public exhibition. This paper presents the development process of the artwork, challenges faced by both the artist and the technologist and reflections on the synergetic effort.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117230812","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}
R. Maity, Avinash Uttav, Gourav Verma, S. Bhattacharya
{"title":"A Non-Linear Regression Model to Predict Aesthetic Ratings of On-Screen Images","authors":"R. Maity, Avinash Uttav, Gourav Verma, S. Bhattacharya","doi":"10.1145/2838739.2838743","DOIUrl":"https://doi.org/10.1145/2838739.2838743","url":null,"abstract":"It has been found that the perceived appeal (or aesthetic) of an interface plays important role in determining its usability. Predictive model of interface aesthetics can thus be useful for designer to determine and improve usability. Images being an integral part of most of the interfaces contribute significantly to the overall interface aesthetics. In this paper, we propose a computational model to predict the aesthetic quality of on-screen images. We have identified a total of twenty features, divided into two broad categories, to capture image aesthetics. In order to relate the features to aesthetics, we performed a controlled user study with eighty images and hundred participants. The images were created by us and the participants were asked to rate those on a 5-point scale as per their judgment of appeal (or beauty or aesthetics) of the images. The data were used to train and test a non-linear regression model based on a SVM classifier, as the predictor of image aesthetics, with a mean square error of 0.03. The model basically predicts the likely aesthetic rating (on a 5-point scale) for a given image, given the feature values. The proposed model along with the details of the empirical data collection and analysis are discussed in this paper.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123784419","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":"So You Think You Are a Multitasker?: A Qualitative Study to Understand Multitasking","authors":"Minal Jain, Sarita Seshagiri, Aditya Ponnada","doi":"10.1145/2838739.2838800","DOIUrl":"https://doi.org/10.1145/2838739.2838800","url":null,"abstract":"In the present day, the need and ability to multitask in or across devices is growing. However, these multitasking abilities are being introduced to devices without considering the effect they have on the cognitive workload of a user and its impact on one's productivity. Through our study described in this paper, we attempt to understand multitasking from a qualitative perspective by exploring the difference in multitasking behaviour of users when they deal with active and passive tasks. We also identify workarounds devised by users in order to minimize their cognitive workload while multitasking across apps on their mobile devices. Finally, we suggest certain guidelines that could be adopted by technology companies to aid users in effectively handling interruptions and switching across applications.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126944168","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}
Joel Fredericks, M. Tomitsch, L. Hespanhol, Ian McArthur
{"title":"Digital Pop-Up: Investigating Bespoke Community Engagement in Public Spaces","authors":"Joel Fredericks, M. Tomitsch, L. Hespanhol, Ian McArthur","doi":"10.1145/2838739.2838759","DOIUrl":"https://doi.org/10.1145/2838739.2838759","url":null,"abstract":"This paper presents findings from a series of iterative field studies on the use of interactive, situated digital technologies deployed within a pop-up style format used for the purpose of community engagement. Based on observations, participant interviews, and a focus group with representatives from the local government authority, the contribution of this research is twofold. First, we propose five elements to guide the design of digital pop-up interventions for community engagement. Second, we demonstrate the effectiveness of combining digital interfaces and a physical pop-up within a civic space equipped with a large urban screen to engage wider cross-sections of the public. From that, we derive insights about the utilisation of this approach in attracting the attention of people who do not generally attend traditional community engagement events, and provide a more seamless consultation process by enabling citizens to submit their responses on the spot.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115203679","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 Distractions Effects on Reading in Digital Environments: A Comparison of First and Second English Language Readers","authors":"Leana Copeland, Tom Gedeon","doi":"10.1145/2838739.2838762","DOIUrl":"https://doi.org/10.1145/2838739.2838762","url":null,"abstract":"Reading in digital environments can be very distracting. Using eye-tracking technology, we investigate if text readability affects distraction rate, eye movements, and reading comprehension in a visually distracting digital environment. We compared an easy-to-read text and a hard-to-read text on both first language English (L1) readers and second language English (L2) readers. Text readability was measured using the standard readability formulas such as the Flesch-Kincaid Grade level. Results show that text readability does cause different eye movements and produce reading comprehension results that deviate from what is normally expected. Readers are affected more by the distractions when reading easy-to-read text compared to when reading hard-to-read text. Furthermore, L2 readers are affected more than L1 readers. These findings can be used in the design of eLearning materials when distractions cannot be overcome.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128494156","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 Real Time Assistive Technologies: A Study of Children with ADHD","authors":"Tobias Sonne, C. Obel, Kaj Grønbæk","doi":"10.1145/2838739.2838815","DOIUrl":"https://doi.org/10.1145/2838739.2838815","url":null,"abstract":"Children with mental disorders like Attention Deficit Hyperactivity Disorder (ADHD) often experience challenges in school as they struggle to maintain their attention. Based on empirical studies conducted in school contexts and together with teachers and ADHD domain professionals, we identified design criteria in relation to three core components (sensing, recognizing, and assisting) for designing real time assistive technologies for children with ADHD. Based on these design criteria, we designed the Child Activity Sensing and Training Tool (CASTT), a real time assistive prototype that captures activities and assists the child in maintaining attention. From a preliminary evaluation of CASTT with 20 children in several schools, we and found that: 1) it is possible to create a wearable sensor system for children with ADHD that monitors physical and physiological activities in real time; and that 2) real time assistive technologies have potential to assist children with ADHD in regaining attention in critical school situations.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129105047","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":"From Users to Citizens: Some Thoughts on Designing for Polity and Civics","authors":"M. Foth, M. Tomitsch, C. Satchell, M. Haeusler","doi":"10.1145/2838739.2838769","DOIUrl":"https://doi.org/10.1145/2838739.2838769","url":null,"abstract":"This paper presents an essay aimed at prompting broad discussion crucial in keeping the interaction design discourse fresh, critical, and in motion. We trace the changing role of people who have advanced from consumers to producers, from stationary office workers to mobile urban nomads, from passive members of the plebs to active instigators of change. Yet, interaction designers often still refer to them only as 'users.' We follow some of the historic developments from the information superhighway to the smart city in order to provide the backdrop in front of which we critically analyse three core areas. First, the issue of echo chambers and filter bubbles in social media results in a political polarisation that jeopardises the formation of a functioning public sphere. Second, pretty lights and colourful façades in media architecture are increasingly making way for situated installations and interventions fostering community engagement. And third, civic activism is often reduced to forms of slacktivism. We synthesise our discussion to propose 'citizen-ability' as an alternative goal for interaction designers to aspire to in order to create new polities and civics for a better quality of life.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129107834","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":"Differentiated Participation in Social Videogaming","authors":"J. Downs, F. Vetere, Wally Smith","doi":"10.1145/2838739.2838777","DOIUrl":"https://doi.org/10.1145/2838739.2838777","url":null,"abstract":"Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127882419","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":"Bi-Cultural Content Publication on a Digital Noticeboard: a Design and Cultural Differences Case Study","authors":"A. Soro, M. Brereton, A. Hong, P. Roe","doi":"10.1145/2838739.2838813","DOIUrl":"https://doi.org/10.1145/2838739.2838813","url":null,"abstract":"We present our observations of Aboriginal Australian practices around a custom digital noticeboard and compare our insights to related research on cultural differences, literacy and ICT4D. The digital noticeboard was created, upon a request by the community Elders, to foster communication across the community. The initial design, informed by discussions and consultations, aimed at supporting the local Aboriginal language and English, both in written and spoken form, at supporting the oral tradition, and at accommodating for different perceptions and representations of time. This paper presents observations about the first encounters with the digital noticeboard by those members of the community that took part in its conceptualization. Such observations reinforce existing knowledge on such cultural phenomena as collectivism and time perception, issues related to literacy, moderation and censorship. We contribute to framing such knowledge within a concrete case study and draw implication for design of tools for bi-cultural content publication.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131948143","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}
Syed Arshad, Jianlong Zhou, Constant Bridon, Fang Chen, Yang Wang
{"title":"Investigating User Confidence for Uncertainty Presentation in Predictive Decision Making","authors":"Syed Arshad, Jianlong Zhou, Constant Bridon, Fang Chen, Yang Wang","doi":"10.1145/2838739.2838753","DOIUrl":"https://doi.org/10.1145/2838739.2838753","url":null,"abstract":"Machine Learning (ML) based decision support systems are often like a black box to non-expert users. Here user's confidence becomes critical for effective decision making and maintaining trust in the system. We find that user confidence varies significantly depending on supplementary material presented on screen. We investigate change in user confidence (in the context of ML based decision making) by varying level of uncertainty presented (in an online water-pipe failure prediction case study) and find that all 26 subjects rated higher uncertainty task to be most difficult and had lowest user confidence in predictive decisions of the same. This agrees with our expectation that increased uncertainty would reduce user confidence in predictive decision making. However, ML-researchers subgroup reported being most confident when uncertainty with known probability was presented, whereas other subgroups (viz. general staff and non-ML researchers) appeared most confident when uncertainty was not at all presented. This is an original research to improve understanding of user's decision making confidence with respect to uncertainty presented in machine learning context.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116138233","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}