Nis, Anders, and Jan got a paper accepted at OzCHI 2016, the Annual Conference of the Australian Computer-Human Interaction Special Interest Group, taking place in Launceston, Tasmania from November 29th – December 2nd 2016.
While effort has been put into developing and evaluating usability evaluation methods less attention has been paid to shifting usability feedback into improved designs. To better utilize usability feedback it has been suggested to consider theories and methods used to facilitate creativity. One approach that has received attention is different types of physical design cards providing different types of design cues. In this paper, we report from a study with 44 novice designers creating redesign suggestions to fix usability problems. Afterward, three developers assessed the quality of the suggestions. The cards diversified the range of system aspects that novices considered and kept discussion/work going. However, providing design cues through cards cannot completely solve the problem of limited design experience. Assessing the quality of the suggestions also turned out to be challenging.
Nis Bornoe, Anders Bruun and Jan Stage. 2016. Facilitating Redesign with Design Cards: Experiences with Novice Designers. In Proceedings of the 28th Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Connceted Futures (OZCHI ’16). ACM, New York, NY, USA. (to appear)
Rikke, Jesper and Mikael got their research work on HeatDial: Beyond User Scheduling in Eco-Interaction accepted in NordiCHI 2016.
There has been an interesting development within HCI for sustainability, from passive feedback-displays towards more interactive systems that allow users to schedule their energy usage for optimal times based on eco-feedback and eco-forecasting. In this paper we extend previous work on user scheduling of energy usage in eco-interaction with a study of heat pump control in domestic households. Aiming at using electricity when it is either cheap or green, our approach is to provide users with an interface where they can set temperature boundaries for the home, and interactively evaluate the impact of different settings on predicted energy cost. Based on this input, the scheduling of energy use is done by an automated system monitoring temperatures and electricity prices. We conducted a qualitative study of the HeatDial prototype with 5 families over 6 months. Key findings were that HeatDial supported users identifying and acting on opportunities for reducing costs, but that automation also had an impact on user engagement, and highlighted a need for transparent feedback on how the system intended to act.
Jensen, R.H.., Kjeldskov, J., and Skov, M.B. (2016) HeatDial: Beyond User Scheduling in Eco-Interaction accepted in NordiCHI 2016.. In Proc. NordiCHI 2016, (to appear).
Mikael, Jesper, and Jeni got a paper accepted at the 28th Australian Conference on Human-Computer Interaction (OzCHI’16) together with former masters students Frederik and Mikkel.
Children and parents build mutual trust through voluntary disclosure, but at the same time parents are guardians who monitor and guide children as they grow up. Emerging technologies offer new opportunities for parents to monitor children while being separated. We investigated how sleep and physical activity data from a Fitbit Flex wristband worn by children (aged 9-12 years) were shared in families over a five-week period. We discovered that the children would optimize their data as they learned more about their own activities, and then started pleasing their parents as a result of being under surveillance. Interestingly, we also saw that parents used the physical activity and sleep data to question children about specific activities, and while this increased parental control, it reduced spontaneous and voluntary information disclosure from the children about their daily activities. This appeared to negatively influence the trust between the children and their parents.
Anders and Jesper got a journal paper accepted in collaboration with two of Anders’ former master students Dianna and Kenneth. It will be published in Internation Journal of Human-Computer Interaction:
In the past decade there has been increasing interest in studying tabletop technologies in HCI. Using Gartners Hype Cycle as an analytical framework, this paper presents developments in tabletop research within the last decade. The objective is to determine level of maturity of tabletop technologies with respect to the research foci and the extent to which tabletops have shown their worth in real world settings. We identify less studied topics in the current body of literature with the primary aim of evoking further discussions of current and future research challenges. We analyzed 542 research publications and categorized these according to eight types of research foci. Findings show that only 3% of all studies are conducted in natural settings, i.e. there is a clear tendency to emphasize laboratory evaluations of tabletop technology. Also, very few studies demonstrate relative benefits of tabletops over other technologies in collaborative settings (1%). We argue for a need to increase emphasis on understanding real-world use and impact rather than developing new tabletop technologies.
Hype Cycle graph based on the number of publications per year
In collaboration with Thibaut, Michael got a Journal paper accepted in the Journal of Intelligent Reliable Environments.
Defining control scenarios in a smart home is a difficult task for end users. In particular, one concern is that user-defined scenarios could lead to unsafe or undesired state of the system. To help them explore scenario specifications, we propose in this paper a system that enables specification of constraints restricting the control commands that can be used inside user-defined scenarios. The system is based on timed automata model checking abstracted by event condition action rules. A prototype was implemented, including a user interface to interact with the user. The usability of the system and interface was evaluated in a user study which results are reported here.
Mikael got a paper accepted at the 13th International Conference on Advances in Computer Entertainment Technology (ACE’16) together with former masters students Heidi and Marius.
Cross-device interaction provides new and interesting ways of interacting with technology, and different social settings with more people, it also provides collaboration. In this paper, we explore collaboration between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo panning through pinching. We studied PinchPan with 22 children who used it in pairs to find Waldo characters in different images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.
Dimitrios, Jesper and Mikael got their research work on Continuity in Multi-device Interaction accepted in NordiCHI 2016.
Techniques for multi-device interactions are finding their way into commercial products. This means that people are now exposed to possibilities of interacting with and across their devices, and this presents a valuable opportunity for studying their uptake and use in real life. In this paper we investigate and discuss the emerging multi-device interaction concept of “continuity”, which allow an activity to begin on one device and continue on another. We present a study of the challenges people have experienced in the use of a specific new product offering such functionality, namely Apple’s Continuity. The study was done through surveying 3361 posts from technology web sites, discussion forums, and blogs, with a qualitative analysis of 1603 posts. Our findings present challenges in six themes of privacy, appropriation, customization, awareness, exclusion, and troubleshooting in relation to continuous interaction across devices. We further discuss the high-level implications of our findings through four design considerations for continuity in multi-device interaction.
Raptis, D., Kjeldskov, J., and Skov, M.B. (2016) Continuity in Multi-Device Interaction: An Online Study. In Proc. NordiCHI 2016, (to appear).
by John Stouby Persson, Jacob Nørbjerg & Peter Axel Nielsen has been published in Proceedings of the 24th European Conference on Information Systems. LINK.
Abstract: Fast-moving software organizations must respond quickly to changing technological options and market trends while delivering high-quality services at competitive prices. Improving agility of information systems development (ISD) may reconcile these inherent tensions, but previous research of agility predominantly focused separately on managing either the individual project or the organization. Limited research has investigated the management that ties the agility of individual projects with the company agility characterizing fast-moving organizations. This paper reports an action research study on how to improve ISD agility in a fast-moving software organization. The study maps central problems in the ISD management to direct improvements of agility. Our following intervention addressed method improvements in defining types of ISD by customer relations and integrating the method with the task management tool used by the organization. The paper discusses how the action research contributes to our understanding of ISD agility in fast-moving software organizations with a framework for mapping and evaluating improvements of agility. The action research specifically points out that project managers need to attend to the company’s agility in relating to customers, that company agility links to project agility, and that this requires light method and tool support.
Jeni, Jesper and Mikael has had a paper accepted for the Mobile HCI 2016 conference to be held in Florence, Italy in September. The paper is the result of a collaboration with Melbourne University’s Jon Pearce who worked with one of Jeni’s Master students, Per Nielsen, when he visited Melbourne University in 2014.
Paay J., Kjeldskov J., Skov M.B., Nielsen P.M., and Pearce J. (2016) Discovering Activities in Your City using Transitory Search. Proceedings of Mobile HCI 2016. Florence, Italy
Discovering activities in the city around you can be difficult with traditional search engines unless you know what you are looking for. Searching for inspiration on things to do requires a more open-ended and explorative approach. We introduce transitory search as a dynamic way of uncovering information about activities in the city around you that allows the user to start from a vague idea of what they are interested in, and iteratively modify their search using slider continuums to discover best-fit results. We present the design of a smartphone app exemplifying the idea of transitory search and give results from a lab evaluation and a 4-week field deployment involving 15 people in two different cities. Our findings indicate that transitory search on a mobile device both supports discovering activities in the city and more interestingly helps users reflect on and shape their preferences in situ. We also found that ambiguous slider continuums work well as people happily form and refine individual interpretations of them.