Joanna Kwiatkowska, Wieslaw Bartkowski, Olga Górnicka, D. Lamas
{"title":"Applying Generative Techniques to Avoid Technology Push Effect in Ideas and Prototypes Created by Technology-oriented People","authors":"Joanna Kwiatkowska, Wieslaw Bartkowski, Olga Górnicka, D. Lamas","doi":"10.1145/2814464.2814480","DOIUrl":"https://doi.org/10.1145/2814464.2814480","url":null,"abstract":"People not trained in design play a significant role in co-design processes, e.g., they bring inspiration by generating ideas for new products or services. Designers or researchers support non-designers in expressing themselves by providing them appropriate tools for co-designing (e.g. generative toolkits). The purpose of this paper is to explore the influence of co-designing tools on co-design processes and their outcomes while working with non-designers.\u0000 We conducted two co-design sessions with programmers (non-designers) to generate ideas for physical and interactive visualizations of piece of music using Arduino and cardboard. The invited non-designers were 'experts of their experiences' [21]. The co-design process during first co-design session was based on regular brainstorming. During a second session we fostered brainstorming with a selection of generative techniques.\u0000 These two sessions let us investigate how can we support 'technology-oriented' people in generating non technology-pushed ideas. Finally, in this paper we concentrated on the results of the session fostered with generative techniques.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121967488","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":"Statistical Verification of Remote Usability Testing Method","authors":"Piotr Chynal, Janusz Sobecki","doi":"10.1145/2814464.2814476","DOIUrl":"https://doi.org/10.1145/2814464.2814476","url":null,"abstract":"In this paper we present our approach to statistical verification of the proposed remote usability testing method based on data gathered from participants of the test. Remote usability testing is becoming more and more popular, because it allows to perform usability tests faster and cheaper than with traditional laboratory testing, while providing similar results.\u0000 We have constructed a new, hybrid, usability testing method that allows to perform remote unmoderated usability evaluation of web-based systems. This method works as an application that is injected into the website web pages, and gathers data from its users while they are performing given tasks in the evaluated website. To verify the effectiveness of this method we have created a benchmark website with implemented specified number of different usability issues. After that we have performed an usability evaluation of that website using the hybrid method. We wanted to find out what percentage of the implemented usability issues will be found with this method with the specified number of participants. We assumed that the satisfactory percentage of found usability issues is 85% and we distinguished the number of participants of the remote usability test to obtain such threshold. The next step was to verify the statistical significance of obtained results.\u0000 This paper presents an overview of the created method, the description of the performed experiment and statistical verification that was performed for the obtained data.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127450037","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. Schelle, E. Gubenko, R. Kreymer, C. Naranjo, D. Tetteroo, I. Soute
{"title":"Increasing Engagement in Workshops: Designing a Toolkit Using Lean Design Thinking","authors":"K. Schelle, E. Gubenko, R. Kreymer, C. Naranjo, D. Tetteroo, I. Soute","doi":"10.1145/2814464.2814481","DOIUrl":"https://doi.org/10.1145/2814464.2814481","url":null,"abstract":"Creative workshops are a key element of design and innovation processes. User research on workshop facilitation resulted in the notion that facilitators face the most problems related to engaging their workshop participants. Furthermore, it informed us that problems with engagement can be caused by many different reasons. Therefore, three different tools were designed to be used in different situations before, during and after a workshop, whenever the facilitator feels it can be helpful. Together the tools form an engagement toolkit for workshop facilitators of any kind of (design) workshop. The tools in the toolkit are designed using the lean design thinking approach, in which short iterations of 'building', 'measuring' and 'learning' are applied after a substantial period of user research. A summative evaluation of the complete toolkit at the end of the design process has shown that the tools are evaluated positively, by qualitative as well as quantitative measures, although facilitators and participants have personal preferences for specific tools.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"252 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132156738","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}
Gorka Epelde, Ane Murua, E. Carrasco, Begoña Pecharroman, Adriana Martínez, Borja Gomez, José María Susperregui, Agustin Aguirre
{"title":"Enriched Web-services to Facilitate the Creation of User-tailored User Interfaces","authors":"Gorka Epelde, Ane Murua, E. Carrasco, Begoña Pecharroman, Adriana Martínez, Borja Gomez, José María Susperregui, Agustin Aguirre","doi":"10.1145/2814464.2814473","DOIUrl":"https://doi.org/10.1145/2814464.2814473","url":null,"abstract":"This paper presents a new approach to augment web-services to facilitate the creation of user-tailored user interfaces. Our proposal is based on the ISO/IEC 24752-6: 2014 \"Universal remote console -- Part 6: Web service integration\" standard. This standard defines how to embed an abstract user interface layer called \"user interface socket\" in a web service description to allow the development of pluggable user interfaces for any type of user. Besides, a prototype of the proposed architecture has been built. In this prototype, the URC Target Kit (UTK) has been used as the URC framework implementation, deploying the framework in the same web server as the pre-existing web service. Taking advantage of the resource and grouping sheets technology of the URC framework, personalized user interfaces can be developed. The introduced method has been implemented within a remote health follow-up platform, which gives patients access to their health records and provides them with a set of health monitoring services.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"23 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121002364","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 Believability of Hyper Realistic Characters in Animated Movies","authors":"Richard Hetherington","doi":"10.1145/2814464.2814478","DOIUrl":"https://doi.org/10.1145/2814464.2814478","url":null,"abstract":"In a pilot study, participants were asked to watch sets of short movie excerpts featuring performances of a human actor, and 5 animated characters of varying human likeness and eeriness. After viewing, scales were used to estimate the believability of certain visual, motion and aural character traits and to gain an overall impression of how believable a character was perceived as being. Qualitative data relating to viewers assessments of character believability were also collected and analysed.\u0000 The believability of facial and bodily appearance and movement was less in all the animated characters compared with the human actor, and perceptions of these characteristics for the more humanlike animated characters showed greater variability than those for a non-humanlike, eerie character and the human actor. However, overall perceptions indicated that all characters tested were regarded as believable rather than unbelievable, and that they were able to achieve some form of emotional engagement with most of the participants. Analysis of qualitative data indicated that other factors were important in influencing the judgement of character believability, particularly context, which could operate inside or outside the movie. These findings are discussed in relation to the criteria viewers use to determine the believability of animated characters, and future work is proposed to examine the importance of character believability in relation to the animated movie as a whole.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129829640","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":"Applying Patterns when Generating Code: a Model-based Design Approach","authors":"Mathias Kühn","doi":"10.1145/2814464.2814474","DOIUrl":"https://doi.org/10.1145/2814464.2814474","url":null,"abstract":"Making software systems in less time and with little effort is hard to achieve in teams of different people with different programming skills. A well-known method for designing software systems is to apply design patterns [5] that help in finding established solutions for context-specific problems. According to this, applying patterns generally helps in producing (also in generating) code specifications with proven structures and useful behaviors.\u0000 However, interactive systems can benefit from applying design patterns [5] as well as patterns for user interfaces (UI patterns) [9,11,12]. Following this, solutions based on pattern-oriented specifications in addition with code generators for different platforms can produce reusable code and supports designing software for a wider range of devices.\u0000 This paper presents an approach for model-based specifications of simple interactive system designs that is grounded on domain specific languages. As result, object-oriented code is generated that can be used for further platform-specific implementations.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129557735","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":"BlindCamera: Central and Golden-ratio Composition for Blind Photographers","authors":"Jan Balata, Z. Míkovec, Lukas Neoproud","doi":"10.1145/2814464.2814472","DOIUrl":"https://doi.org/10.1145/2814464.2814472","url":null,"abstract":"Even though the photography is a visual medium, visually impaired people use their smartphone cameras to take photos. We present a smartphone application, which helps visually impaired people to properly aim while taking portrait photographs. We have implemented an aiming assistance algorithm for two compositions (central, golden-ratio) and two feedback modalities (voice, vibration). In a study with 12 blindfolded participants we compared four combinations (composition × feedback modality) in aiming time, interaction, completion time, aesthetic quality of photos, and comfort of use. The results show that the combination of golden ratio composition with voice feedback produced the best aiming time (5.53 seconds) and completion time (8.33 seconds), the best aesthetic quality of photos, and was perceived as most comfortable. The interaction time of double click was 2.92 seconds on average and there was no significant difference between the four combinations.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124022432","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":"Emotion Recognition Using Physiological Signals","authors":"W. Szwoch","doi":"10.1145/2814464.2814479","DOIUrl":"https://doi.org/10.1145/2814464.2814479","url":null,"abstract":"In this paper the problem of emotion recognition using physiological signals is presented. Firstly the problems with acquisition of physiological signals related to specific human emotions are described. It is not a trivial problem to elicit real emotions and to choose stimuli that always, and for all people, elicit the same emotion. Also different kinds of physiological signals for emotion recognition are considered. A set of the most helpful biosignals is chosen. An experiment is described that was performed in order to verify the possibility of eliciting real emotions using specially prepared multimedia presentations, as well as finding physiological signals that are most correlated with human emotions. The experiment was useful for detecting and identifying many problems and helping to find their solutions. The results of this research can be used for creation of affect-aware applications, for instance video games, that will be able to react to user's emotions.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125909909","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 Emotion Acquisition in IT Usability Evaluation Context","authors":"A. Landowska","doi":"10.1145/2814464.2814470","DOIUrl":"https://doi.org/10.1145/2814464.2814470","url":null,"abstract":"The paper concerns extension of IT usability studies with automatic analysis of the emotional state of a user. Affect recognition methods and emotion representation models are reviewed and evaluated for applicability in usability testing procedures. Accuracy of emotion recognition, susceptibility to disturbances, independence on human will and interference with usability testing procedures are the criteria, that were identified and addressed in this paper. A study of a usability evaluation case was also performed to spot realistic challenges. As a result, a number of concerns were identified, providing a list of pros and cons for affect acquisition applied in usability testing context.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126046646","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":"Understanding the Tradeoffs of Mobile Device Output Modalities in Just-in-time Learning of Mechanical Tasks","authors":"Ankur Sharma, K. Hawkey","doi":"10.1145/2643572.2643584","DOIUrl":"https://doi.org/10.1145/2643572.2643584","url":null,"abstract":"Paper-based user manuals that provide assembly and disassembly instructions often do so with a combination of diagrams supported with textual information that clarifies how to perform the tasks. Mobile devices are emerging as a multimedia platform for providing on-demand training due to their portability. Mobile devices have limited screen size; as a result, the text instructions associated with the diagrams can produce clutter and occlusion on the screen. Also, too much information if fed through a single sensory channel (visual) may result in excessive cognitive load on working memory, thus hindering the learning process.\u0000 In this paper, we present a user study conducted to investigate the tradeoffs of using text, audio, and a combination of both modalities on the learning experience in a just-in-time mobile learning scenario. In such a scenario end-users are managing two very visual tasks at the same time; i.e., the primary task of carrying out the assembly/disassembly job and the secondary task of learning how to perform the task. We found that the participants were most efficient in carrying out mechanical computer assembly tasks when they had both audio and text as learning support on the mobile device. Both novice and expert participants felt the introduction of audio decreased the amount of time spent by them looking at the screen (visual attention) while carrying out the mechanical tasks.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115416381","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}