Nis and Jan Stage have co-authored a short paper that got accepted at INTERACT 2017.
The essence of usability evaluations is to produce feedback that supports the downstream utility so the interaction design can be improved and problems can be fixed. In practice, software development organizations experience several obstacles for conducting usability engineering. One suggested approach is to train and involve developers in all phases of usability activities from evaluations, to problem reporting, and making redesign proposals. Only limited work has previously investigated the impact of actively involving developers in usability engineering. In this paper, we present two small-scale case studies in which we investigate the developers’ experience of conducting usability evaluations and participating in a redesign workshop. In both case studies developers actively engaged in both activities. Per the developers, this approach supported problem understanding, severity ratings, and problem fixing. At the organizational level, we found that the attitude towards and understanding of the role of usability engineering improved.
Nis Bornoe and Jan Stage. 2017. Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies. Human-Computer Interaction – INTERACT 2017. Lecture Notes in Computer Science. Springer.
On Saturday (June 10th) John will present a paper on the value positions in the Danish e-government strategies. The paper is co-authored with Espen, Peter and Anja Reinwald (Center for IT management, AAU).
Clarifying what value new information systems (IS) may help to create for government organizations and society is a central concern in the public sector. National e-government strategies present such efforts to clarify the value entailed by IS, however, what is considered valuable is inﬂuenced by value positions deeply enshrined in the traditions of public administration. We present a theory directed con-tent analysis of value positions in the national e-government strategy for Denmark published for the first time in 1994 and latest in 2016. Our comparison of the value positions in the two e-government strategies show consistency over time when looking at the ideals of professionalism, service, and efficiency. While the least dominant ideal of engagement, has declined. The 22-year timespan separating the development of these two strategies had major technological advances, but little transformational impact on Danish e-government strategies in their general value positions. We discuss how our findings contribute to previous research on values in e-government and have practical implications for working with e-government strategies.
Persson, J. S., Reinwald, A. K., Skorve, E., & Nielsen, P. A. (2017). Value Positions in E-government strategies: Something is (not) changing in the state of Denmark. In Proceedings of the 25th European Conference on Information Systems, Guimarães, Portugal, pp. 1-14.
Kvist, Mikael and Jesper got their paper on the connected car accepted at MobileHCI 2017
The amount of interactive digital technology in cars is increasing rapidly, and many new cars are shipped with connectivity. As a result, a new platform has emerged that holds potentials to facilitate many new and different interactions, both inside and outside the car. Within the area of HCI for cars, the focus has predominantly been on interactions with in-vehicle systems and applications of technology that is enabled through connectivity. However, we still lack in-depth empirical studies that provide details of the connected car, its use, opinions towards it, and how it integrates into people’s everyday lives. We report from a qualitative study of 13 households with connected electric cars. We present our findings in 3 themes of interaction through connectivity, updating and upgrading car software, and security and privacy. We further discuss our findings in 3 themes that might inform and inspire further mobile HCI research with the connected car.
Michael K. Svangren, Mikael B. Skov, and Jesper Kjeldskov. 2017. The Connected Car: An Empirical Study of Electric Cars as Mobile Digital Devices. Accepted for inclusion in Proceedings of MobileHCI’17.
Tim and collaborators at Aarhus University and University College London got their research work on calming children during blood sampling procedures accepted at DIS 2017.
Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, Pufferfish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An initial randomized controlled trial was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the Pufferfish prototype. We present quantitative results demonstrating the effectiveness of our active distraction technique. Together with qualitative feedback from patients, parents, and medical staff we identify key aspects impacting the acceptance of breath-based active distraction and future system refinements. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment.
Sonne, T., Merritt, T.R., Marshall, P., Lomholt, J., Müller, J., and Grønbæk, K. 2017. Calming Children When Drawing Blood Using Breath-based Biofeedback. In Proc. DIS 2017, (to appear).
Dimitrios, Rikke, Jesper and Mikael got their research work on provocation accepted at DIS 2017
Recently within HCI, design approaches have appeared, which deviate from the traditional ones. Among them critical design introduces deliberate provocations in order to challenge established perceptions and practices. We have engaged ourselves with this design approach out of interest in understanding how to use provocation in research through design. Towards this end, we report on a field study with four families that used an aesthetically, functionally and conceptually provocative future probe. The purpose of the probe was to challenge existing energy consuming practices through provocation and make its users reflect on them. The paper describes how all three provocative aspects were addressed, and our findings demonstrate how they were experienced in the real world, and how they impacted our research through design approach. We conclude by presenting reflections on how to design provocations, and reflections for the impact of provocations for research through design in general.
Raptis, D., Jensen, R.H., Kjeldskov, J., and Skov, M. 2017. Aesthetic, Functional and Conceptual Provocation in Research Through Design. In Proc. DIS 2017, (to appear).
On Saturday 4. March we were joined by our old friend and colleague Connor Graham from Singapore National University for a one-off opportunity to celebrate three consecutive years of MobileHCH Lasting Impact Awards!
In 2013 the award went to Connor and Jesper for their 2003 paper on research methods. In 2014 it went to Mikael and Jesper for the “is it worth the hassle” paper from 2004 (it was). In 2015 the award went to Dimitrios for his 2005 paper on mobile museum guides. Together these three papers have almost 1000 citations.
For the first time all authors were together in the same place, so we brought out the bottle of 2003 Dom Perignon that has been kept in the cellar for this day since Mobile HCI in Munich in 2013.
Rikke Hagensby Jensen will be away in Australia for 5 months visiting Yolanda Strengers’ group at RMIT in Melbourne.. We hope she will have a great trip, and look forward to having her back again! At the same time Tim Merritt has joined the group, and has hit the ground running!
John and Peter together with Jacob Nørbjerg published a paper titled “Dynamic Capabilities and Project Management in Small Software Firms” at the 50th Annual Hawaii International Conference on System Sciences (HICSS). [Link]
Abstract: A small software company depends on its capability to adapt to rapid technological and other changes in its environment—its dynamic capabilities. In this paper, we argue that to evolve and maintain its dynamic capabilities a small software company must pay attention to the interaction between dynamic capabilities at different levels of the company — particularly between the project management and the company levels. We present a case study of a small software company and show how successful dynamic capabilities at the company level can affect project management in small software companies in ways which may have an adverse impact on the company’s overall dynamic capabilities. This study contributes to our understanding of the managerial challenges of small software companies by demonstrating the need to manage the interaction between adaptability and flexibility at different levels of the company.
Jeni, Dimitris, Jesper and Mikael have had a full paper accepted for CHI 2017. The paper is the result of the work of two of Jeni’s Master students, Eric and Bjarke, who investigated the use of four different cross-device interaction techniques in the lab in the spring of 2016.
Paay J, Raptis D., Kjeldskov J., Skov M.B., Lauridsen B.M., and Ruder E.V. (2017) Investigating Cross-Device Interaction between a Handheld Device and a Large Display. Proceedings of ACM CHI 2017 Conference on Human Factors in Computing Systems. Denver, CO, USA, 6-11 May 2017. ACM Press.
A video of the techniques is available here: https://youtu.be/MMK3w_0Lmyk
Abstract. There is a growing interest in HCI research to explore cross-device interaction, giving rise to an interest in different approaches facilitating interaction between handheld devices and large displays. Contributing to this, we have investigated the use of four existing approaches combining touch and mid-air gestures, pinching, swiping, swinging and flicking. We look specifically at their relative efficiency, effectiveness and accuracy in bi-directional interaction between a smartphone and large display in a point-click context. We report findings from two user studies, which show that swiping is both most effective, fastest and most accurate, closely followed by swinging. What these two approaches have in common is the ability to keep the pointer steady on the large display, unaffected by concurrent gestures or body movements used to complete the interaction, suggesting that this is an important factor for designing effective cross-device interaction with large displays.