{"title":"Extending a Theory of Slow Technology for Design through Artifact Analysis","authors":"William Odom, E. Stolterman, Amy Yo Sue Chen","doi":"10.1080/07370024.2021.1913416","DOIUrl":"https://doi.org/10.1080/07370024.2021.1913416","url":null,"abstract":"People’s daily experiences and the environments they inhabit have become saturated with digital devices and systems. With this shift, new concerns have emerged across the HCI community over the rol...","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"292 1","pages":"150 - 179"},"PeriodicalIF":5.3,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74959160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing for interpersonal motor synchronization","authors":"M. Rinott, N. Tractinsky","doi":"10.1080/07370024.2021.1912608","DOIUrl":"https://doi.org/10.1080/07370024.2021.1912608","url":null,"abstract":"In simple terms, interpersonal motor synchronization (IMS) means people moving together at the same time. This type of time-based interaction and coordination is prevalent in a multitude of daily s...","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"27 1","pages":"69 - 116"},"PeriodicalIF":5.3,"publicationDate":"2021-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84863670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Time perspectives in technology-mediated reminiscing: effects of basic design decisions on subjective well-being","authors":"Alarith Uhde, Marc Hassenzahl","doi":"10.1080/07370024.2021.1913415","DOIUrl":"https://doi.org/10.1080/07370024.2021.1913415","url":null,"abstract":"Our life from today’s point of view can be understood as an elaborate story we tell ourselves. It is based on an abundance of past experiences and heavily influenced by the way we look back at them...","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"8 1","pages":"117 - 149"},"PeriodicalIF":5.3,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88772120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HCI and deep time: toward deep time design thinking","authors":"Jörgen Rahm‐Skågeby, Lina Rahm","doi":"10.1080/07370024.2021.1902328","DOIUrl":"https://doi.org/10.1080/07370024.2021.1902328","url":null,"abstract":"To see objects not just through the lens of human agency but through the lives of nonhuman beings that both shape and are shaped by relationships and processes embodied in material forms is to invite stories – in fossilized bones, decaying tissue and living flesh. (Mitman et al., 2018, p. xi) Several scholars within the field of human-computer interaction (HCI) have identified time and materiality as fundamental analytical facets of relevance to both the use and design of computer technologies (Berzowska et al., 2019; Odom et al., 2018). However, with some exceptions, there has been a (very reasonable) tendency to focus on relatively short-term interactions, delimited to situations of use or specific devices (although acknowledging, for example, issues of sustainability and temporal relationships and negotiations that take place across individuals, groups, and institutions). As a contrasting example of particularly long-term interactions, humanistic research fields, such as media archeology, critical posthumanism, and the environmental humanities, have recently directed attention to the notion of deep time as a long-term perspective providing new analytical and ethical traction on both temporalities and materialities of media technologies (Fredengren, 2016; Mattern, 2015; Parikka, 2017; Taffel, 2016). Put simply, deep time refers to temporalities that include the fundamentally perdurable geological processes of the Earth – effectively considering the pace, rhythm, causalities, and materialities by which durable ecological changes occur. While such a perspective may at first seem difficult to grasp and remote to HCI and design, we take stock in environmental anthropologist Richard D.G. Irvine’s argument that “deep time is not an abstract concept, but part of the phenomenal world impacting on people at the level of experience” (Irvine, 2014, p. 157). Paraphrasing Irvine, we thus suggest that one challenge for HCI and design is to find new ways of exploring the interactions between humans, technologies and geological temporalities. As far as the authors of this paper can tell, the notion of deep time has not been specifically theorized in the realm of HCI and design. While this in itself does not mean that there are no academic overlaps already, it also calls for an exploration of theoretical and practical intersections and synergies between deep time and related areas within HCI. As such, the main contribution of this paper is an initial outline of how HCI can take aspects of, what we may call ‘deep time design thinking’, into consideration. Having said that the suggestions and implications in this paper come from approaching deep time and related areas in HCI analytically. Our theoretical analysis of overlapping concepts and the proposed implications are not meant to be read as decisive evidence, but rather as analytical and practical tools that highlight how materiality (and thereby design) can be understood, and reflected upon, in terms of ‘deep","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"53 1","pages":"15 - 28"},"PeriodicalIF":5.3,"publicationDate":"2021-04-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90818004","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Intertextual design: the hidden stories of Atari women","authors":"Pernille Bjørn, D. Rosner","doi":"10.1080/07370024.2020.1861947","DOIUrl":"https://doi.org/10.1080/07370024.2020.1861947","url":null,"abstract":"ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/hhci20 Intertextual design: the hidden stories of Atari women Pernille Bjørn & Daniela K. Rosner To cite this article: Pernille Bjørn & Daniela K. Rosner (2022) Intertextual design: the hidden stories of Atari women, Human–Computer Interaction, 37:4, 370-395, DOI: 10.1080/07370024.2020.1861947 To link to this article: https://doi.org/10.1080/07370024.2020.1861947","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"62 1","pages":"370 - 395"},"PeriodicalIF":5.3,"publicationDate":"2021-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80089719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perception of rhythmic agency for conversational labeling","authors":"Christine Guo Yu, A. Blackwell, I. Cross","doi":"10.1080/07370024.2021.1877541","DOIUrl":"https://doi.org/10.1080/07370024.2021.1877541","url":null,"abstract":"Machine learning algorithms often need to be trained with sample datasets, prepared by humans who label the content manually. However, data labeling is tedious and repetitive, with humans often rep...","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"32 1","pages":"25 - 48"},"PeriodicalIF":5.3,"publicationDate":"2021-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88900304","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nico Castelli, Aparecido Fabiano Pinatti de Carvalho, Nicolai Vitt, Sebastian Taugerbeck, D. Randall, P. Tolmie, G. Stevens, V. Wulf
{"title":"On technology-assisted energy saving: challenges of digital plumbing in industrial settings","authors":"Nico Castelli, Aparecido Fabiano Pinatti de Carvalho, Nicolai Vitt, Sebastian Taugerbeck, D. Randall, P. Tolmie, G. Stevens, V. Wulf","doi":"10.1080/07370024.2020.1855589","DOIUrl":"https://doi.org/10.1080/07370024.2020.1855589","url":null,"abstract":"CONTENTS 1. INTRODUCTION 2. RESEARCH BACKGROUND AND RELATED WORK 2.1. Energy Management in Organizations: Drivers, Benefit and Research Directions 2.2. The work to make digital networks work 2.3. C...","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"18 1","pages":"341 - 369"},"PeriodicalIF":5.3,"publicationDate":"2021-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81995228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pedro Garcia Garcia, Enrico Costanza, Jhim Kiel M. Verame, Diana Nowacka, S. Ramchurn
{"title":"Seeing (Movement) is Believing: The Effect of Motion on Perception of Automatic Systems Performance","authors":"Pedro Garcia Garcia, Enrico Costanza, Jhim Kiel M. Verame, Diana Nowacka, S. Ramchurn","doi":"10.1080/07370024.2018.1453815","DOIUrl":"https://doi.org/10.1080/07370024.2018.1453815","url":null,"abstract":"In this article, we report on one lab study and seven follow-up studies on a crowdsourcing platform designed to investigate the potential of animation cues to influence users’ perception of two smart systems: a handwriting recognition and a part-of-speech tagging system. Results from the first three studies indicate that animation cues can influence a participant’s perception of both systems’ performance. The subsequent three studies, designed to try and identify an explanation for this effect, suggest that this effect is related to the participants’ mental model of the smart system. The last two studies were designed to characterize the effect more in detail, and they revealed that different amounts of animation do not seem to create substantial differences and that the effect persists even when the system’s performance decreases, but only when the difference in performance level between the systems being compared is small.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"109 1","pages":"1 - 51"},"PeriodicalIF":5.3,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80944850","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Byron Reeves, Nilam Ram, Thomas N Robinson, James J Cummings, C Lee Giles, Jennifer Pan, Agnese Chiatti, M J Cho, Katie Roehrick, Xiao Yang, Anupriya Gagneja, Miriam Brinberg, Daniel Muise, Yingdan Lu, Mufan Luo, Andrew Fitzgerald, Leo Yeykelis
{"title":"<i>Screenomics</i>: A Framework to Capture and Analyze Personal Life Experiences and the Ways that Technology Shapes Them.","authors":"Byron Reeves, Nilam Ram, Thomas N Robinson, James J Cummings, C Lee Giles, Jennifer Pan, Agnese Chiatti, M J Cho, Katie Roehrick, Xiao Yang, Anupriya Gagneja, Miriam Brinberg, Daniel Muise, Yingdan Lu, Mufan Luo, Andrew Fitzgerald, Leo Yeykelis","doi":"10.1080/07370024.2019.1578652","DOIUrl":"10.1080/07370024.2019.1578652","url":null,"abstract":"<p><p>Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digital lives that weave - often within seconds - among multiple applications, locations, functions and media. We describe an end-to-end system for capturing and analyzing the \"screenome\" of life in media, i.e., the record of individual experiences represented as a sequence of screens that people view and interact with over time. The system includes software that collects screenshots, extracts text and images, and allows searching of a screenshot database. We discuss how the system can be used to elaborate current theories about psychological processing of technology, and suggest new theoretical questions that are enabled by multiple time scale analyses. Capabilities of the system are highlighted with eight research examples that analyze screens from adults who have generated data within the system. We end with a discussion of future uses, limitations, theory and privacy.</p>","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"36 2","pages":"150-201"},"PeriodicalIF":5.3,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/07370024.2019.1578652","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"38804954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}