J. Stenkamp, Benjamin Karic, Paula Scharf, J. Verstegen, C. Kray
{"title":"Using an Immersive Video Environment to Assess Pedestrians’ Compliance With COVID Distance Keeping Interventions","authors":"J. Stenkamp, Benjamin Karic, Paula Scharf, J. Verstegen, C. Kray","doi":"10.1093/iwc/iwad021","DOIUrl":"https://doi.org/10.1093/iwc/iwad021","url":null,"abstract":"\u0000 Physical distancing is a key measure to slow the spread of many highly infectious diseases, e.g. COVID-19. Streetscape interventions such as pedestrian signage can contribute to ensuring distances are kept, but it is unclear to what extent people comply with these in practice. This paper tackles this question using an immersive video environment to realistically simulate real-life streetscapes in the lab. In a controlled user study, we augmented panoramic video footage with pedestrian one-way street signage and recorded route decisions to assess compliance with distance keeping measures. Our results indicate that such signage affects routing decisions and can thus help pedestrians to avoid crowded situations where distance keeping is difficult. We also identified further factors affecting decisions and a correlation between intention to comply and actual compliance. The experimental method we used enabled us to effectively and safely carry out a study of a phenomenon that in the real world depends on interaction with the physical environment. This method may have applications in other areas in which simulations of physical environments are important.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48866804","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How Motivation, Nomophobic Design and Environmental Demands Predict Students’ Media Multitasking when Participating in Online Courses During COVID-19: An Empirical Study with a HCI Time and Temporality Lens","authors":"Xiangang Qin, Torkil Clemmensen, Hongqin Xin","doi":"10.1093/iwc/iwad002","DOIUrl":"https://doi.org/10.1093/iwc/iwad002","url":null,"abstract":"Abstract There is an emerging shift in human–computer interaction (HCI) research from things to events and towards time and temporality as a design material, which is made even more urgent by the unique time of the COVID-19 period. This paper pushes this shift forwards by investigating factors and the way that these shape online media multitasking behaviour over time during COVID-19. We model the factors along the WHAT and HOW dimensions of the HCI-over-Time model (HCIoT) with self-report data from 117 university students and objective behavioural data from 40 university students, who participated in an online course over 2 weeks during COVID-19. The results indicated a pervasiveness of media multitasking behaviour over time in an online course, driven by individual factors and enhanced by their mutual fit. Based on interpretation of our data, we suggest conceptualizing the COVID-19 period as the larger temporal environment in the HCIoT model. The discussion further explains how the broader idea of human–computer-environment fit is significant to understand HCIoT through an interaction lens. We discuss methodological issues related to differentiating between self-report and behavioural measures when applying the HCIoT model. The conclusion supports the feasibility and significance of conceptualizing media multitasking during COVID-19 as temporal HCI and of further developing and operationalizing the HCIoT model by using both behavioural and self-report measures.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135677418","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sandy J. J. Gould, A. Rudnicka, Dave Cook, Marta E. Cecchinato, Joseph W. Newbold, A. Cox
{"title":"Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing","authors":"Sandy J. J. Gould, A. Rudnicka, Dave Cook, Marta E. Cecchinato, Joseph W. Newbold, A. Cox","doi":"10.1093/iwc/iwad014","DOIUrl":"https://doi.org/10.1093/iwc/iwad014","url":null,"abstract":"\u0000 Over the past few decades, a small but growing group of people have worked remotely from their homes. With the arrival of the coronavirus pandemic, millions of people found themselves joining this group overnight. In this position paper, we examine the kinds of work that ‘went remote’ in response to the pandemic, and consider the ways in which this transition was influenced by (and in turn came to influence) contemporary trends in digital workplace measurement and evaluation. We see that employers appeared reluctant to let certain classes of employee work remotely. When the pandemic forced staff home, employers compensated by turning to digital surveillance tools, even though, as we argue, these tools seem unable to overcome the significant conceptual barriers to understanding how people are working. We also observed that, in the United Kingdom context, the pandemic didn’t mean remote work for a significant proportion of the population. We assert that, to maximize its impact, ‘future of work’ research in human-centred computing must be more inclusive and representative of work, rather than focusing on the experiences of knowledge workers and those involved in new forms of work.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47992587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living","authors":"Marcela A Espinosa, Lizbeth Escobedo","doi":"10.1093/iwc/iwad012","DOIUrl":"https://doi.org/10.1093/iwc/iwad012","url":null,"abstract":"\u0000 Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we conducted an iterative user-centered study aiming to understand how young adults with autism deal with stress in real-life situations. We proposed a set of five design principles that will serve as guidelines to develop assistive anxiety management technology for individuals with autism. We then developed a set of low-fi prototypes and selected SATORI, a support tool composed of three interfaces, to help young adults with autism autonomously manage the anxiety caused by stressful situations in their daily life. We evaluated our proposed design principles using SATORI with eight young adults with autism. The results show a positive perception of the design principles on what SATORI is based on, as participants perceived that SATORI could help them in their daily life to manage stress and channel anxiety.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"267 1","pages":"83-90"},"PeriodicalIF":1.3,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77685692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors' Engagement in a Science Museum Exhibition","authors":"Jessica Cordova-Rangel, Karina Caro","doi":"10.1093/iwc/iwad017","DOIUrl":"https://doi.org/10.1093/iwc/iwad017","url":null,"abstract":"\u0000 Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"88 1","pages":"387-406"},"PeriodicalIF":1.3,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79687606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being","authors":"M. Turner, Danna Ordonia","doi":"10.1093/iwc/iwad013","DOIUrl":"https://doi.org/10.1093/iwc/iwad013","url":null,"abstract":"\u0000 Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown in the UK, and compared to psychological well-being, social media dependency and motives for online self-presentation during lockdown. Changes in the nature of images and captions used by profile owners were found following the start of lockdown, with more selfies and throwback photographs of past events being posted. Images in contexts depicting users as ‘social’, and positive or explanatory message captioning decreased during lockdown. Limited evidence was found to support the hypothesis that images posted were predictive of psychological well-being in lockdown. More followers and the degree to which online portrayals represented ‘real-self’ appeared more critical to well-being during lockdown.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44133415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students","authors":"L. Zaina, Suéllen Martinelli","doi":"10.1093/iwc/iwad015","DOIUrl":"https://doi.org/10.1093/iwc/iwad015","url":null,"abstract":"\u0000 The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies at a Brazilian University and carried out qualitative data analysis. We also investigated how this approach affected the experience of undergraduate and graduate students, together with the skills it enabled them to acquire. The results revealed a high degree of satisfaction and motivation felt by students when they adopted this approach and a change in their mindset about the importance of HCI in their future job activities as professionals. Skills related to effective work in group management and innovative thinking were also stimulated by our approach.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"164 1","pages":"191-208"},"PeriodicalIF":1.3,"publicationDate":"2023-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76637898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli
{"title":"The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine","authors":"Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli","doi":"10.1093/iwc/iwad006","DOIUrl":"https://doi.org/10.1093/iwc/iwad006","url":null,"abstract":"\u0000 During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers of ASD individuals. The questionnaire investigated their living conditions, the way time was spent during isolation, the availability of technological equipment, the perceived level of anxiety and the perceived utility of social media. The results showed that the difficulties of using social media had not been overcome, even at this time of greatest need. However, caregivers who take care of ASD people with high levels of anxiety perceived social media as more useful. This result invites further reflection on how to implement social media effectively for people with ASD.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47315679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Dead Users' Profiles on Facebook: Limited Interaction Beyond Human Existence","authors":"Daniele Trevisan, Cristiano Maciel, Vinícius Carvalho Pereira, Roberto Pereira","doi":"10.1093/iwc/iwad003","DOIUrl":"https://doi.org/10.1093/iwc/iwad003","url":null,"abstract":"\u0000 Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles of people who died between June 2020 and March 2021 showed that (i) Facebook fails to communicate the criteria for transforming profiles into memorials; (ii) no information about their contacts of deceased users’ profiles is given; (iii) the frequency of interaction with memorials and with active profiles is different; (iv) profiles’ privacy settings shape interaction. Our results exemplify how a sociotechnical system influences people’s interactions with dead users’ profiles. We herein highlight implications for interaction design and evaluation, besides the need to consider interaction as existence, which raises big challenges to the Human Computer Interaction (HCI) community.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"48 1","pages":"262-275"},"PeriodicalIF":1.3,"publicationDate":"2023-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82506833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control","authors":"","doi":"10.1093/iwc/iwad020","DOIUrl":"https://doi.org/10.1093/iwc/iwad020","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"22 1","pages":"50-51"},"PeriodicalIF":1.3,"publicationDate":"2023-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91161815","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}