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2019 | Book

Human-Computer Interaction. Design Practice in Contemporary Societies

Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part III

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About this book

The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019.

A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions.

The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows:

Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue.

Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality.

Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.

Table of Contents

Frontmatter

Design for Social Challenges

Frontmatter
A Usability Evaluation of Diabetes Mobile Applications

Technology has been demonstrated to have positive impact on diabetes self-care while usability of applications in diabetes self-care remains to be explored. Evidence-based study on usability is needed to justify the adoption of health information systems for diabetes. The aim of this study was to evaluate and compare the usability of three existing mobile applications for diabetes self-care. This study assessed the usability of the diabetes applications in terms of usability testing. A total of 30 participants (15 men and 15 women) with type 2 diabetes were enrolled in the usability evaluation. The participants had a mean age of 60.03 years (SD = 8.92). The participants were first time users of the three applications to be assessed. After completing a set of three task scenarios, participants evaluated the application with System Usability Scale (SUS). When operating the applications, participants were instructed to follow think-aloud protocol. The results showed that the mean SUS score of App 3 was significantly higher than scores of App 1 and App 2. No significant effect of gender on the SUS scores was found. Taken together, high SUS score, presented screenshots of the operation process, and pros identified by the participants during the think-aloud protocol serve as the proxy to design diabetes self-care applications attaining higher level of usability.

Meng-Hsueh Hsieh, Yu-Ching Chen, Chun-Heng Ho
Comparative Review of Research on Health Information Technology in Biomedical Informatics and Human-Computer Interaction

This paper provides a comparative review of literature in Biomedical Informatics (BI) and Human-Computer Interaction (HCI) communities that conducted human-subject studies of health information technology (HIT) to understand the kinds of knowledge these two fields develop and disseminate. We systematically searched 8 databases to retrieve relevant articles published between 2007 and 2016. Articles involving human-subject studies of HIT were eligible for inclusion. Among 1,355 articles identified by the search strategy, 593 articles were selected for final analysis. Text mining techniques were used to cluster the selected articles into five themes, followed by a thematic analysis of randomly selected 3 articles per cluster through which a hierarchical taxonomy of research areas was created. The results illustrate that BI contributes mainly to generating knowledge associated with the use of HIT in clinical settings, while HCI focuses primarily on the design and evaluation of personal healthcare applications. We believe that better understanding and bringing together the strengths of each field’s perspectives would yield results that are more generalizable and have greater potential impact in healthcare research.

Sunyoung Kim
The Clothing Design for the Elderly Care

The physiological functions of the elderly will gradually degenerate with age, and their daily life will require special care as well. With the aging population around the globe, the elderly population has increased gradually, and the care of the elderly is getting more and more attention. More and more elderly people are living in nursing homes to acquire convenient care. By observing the care for elderly people, we can find that although the elderly can receive full care in nursing homes, they can also be exposed to occupational injuries.Therefore, this study aims to explore and analyze the care-giving procedures to improve the care efficiency and quality of caregivers for the elderly living in nursing homes, and to reduce the pressure of care-giving, thus enhancing the autonomy of the elderly. By re-examining the methods of care for the elderly, we will start from improving the dressing problems encountered by the elderly and aim at improving the self-care of the elderly and reducing the work injuries suffered by the caregivers, thus improving the quality of life of the elderly and contributing to the issue of aging population around the globe in the future.

Hsiu-Ching Lu, Fong-Gong Wu, Wen-Yu Yang, Adam Book
Designing Inclusive User Experience for Impaired People. An RtD Driven Proposal for Albanian Urban Spaces

A significant percentage of the studies regarding the user experience of urban spaces does not take into account a segment of the population characterized by people with physical and communication impairment. Even though HCI is a current major field of interest in design, disability - and consequently accessibility - is still a localized and understudied field of opportunity for contemporary research. Most of the solution proposed by architects - and designers - tend to refer to a generic type of user and, even though claiming to be inclusive, they primarily engage able-bodied people. In the last decades, design and HCI have moved beyond the workplace and have begun to tackle increasingly wicked and particular problems affecting the everyday lives of people. The result of this significant shift materialized into a playful, bottom-up and human-centered way to design the urban space.The research for this contribution is rooted in a Research Through Design (RtD) approach (Zimmerman et al. 2007, 2010), where design is used to raise awareness and to generate design knowledge on disability and accessibility issues. This paper aims for proposing catalytic interventions for public space where interactive technologies are used to create a bridge between different typologies of users. Moreover, this paper is speculative also for the authors themselves. The identified operative categories will set the sparkle for the deployment of a design cell where to gather quantitative/qualitative data to understand better the spatial needs of impaired people, and to offer them a better and more inclusive design experience.

Valerio Perna, Ledian Bregasi, Saimir Kristo, Keti Hoxha
Exploring Methods and Guidelines for Child-Computer Interaction Research with Refugee Children

There exist many guidelines and methods on how to do Child-Computer Interaction (CCI) research, but very few focusing specifically on refugee children with a challenging background. The complex situations and multiple changes refugee children undergo, including community, culture, schooling, friendships, language, war, displacement, physical violence and even identity, makes them different from children who are not refugees. They suffer learning disabilities, mental health issues, poor physical health, trust issues and overall developmental disabilities. As there are a large number of refugee children in the world, who are displaced and out of school, it is important to help these children using available technology and assess the effectiveness of the use of technology. This paper presents a literature study on available research guidelines and methods for CCI. The literature has been reviewed for guidelines and evaluation methods, starting from more general research with children, moving to more specific research with refugee children, and finally to identify gaps, present common grounds and directions for research with this specific population. The results from 55 articles reveal that although guidelines and methods for research with children can be used for refugee children, special attention and additional guidelines are needed to address specific needs of this group. Further, the review reveals a lack of CCI research and research methods for refugee children and most adapted/new children-friendly research methods are not fully employed in research with refugee children. The results of this review could serve as a starting point for researchers entering the CCI field to work with refugee children.

Rabail Tahir, Alf Inge Wang
A Review of the Gaps and Opportunities of Nudity and Skin Detection Algorithmic Research for the Purpose of Combating Adolescent Sexting Behaviors

We present a comprehensive literature review of algorithmic or computational approaches to detect nudity and/or skin that could be used as a means of preventing adolescent sexting behaviors. We identified 45 peer-reviewed articles that summarize the state-of-the-art in this field to show research gaps and opportunities for future research. We found several important gaps in the literature. For instance, most of the work related to the detection of nudity and/or skin has been done at the software level only; and while numerous algorithms exist in this space, they all operate on already digitized images. Therefore, researchers should consider addressing nudity detection at the hardware level to prevent digitization of these images before they cause harm. In addition, most of the literature we reviewed focused on the computational aspects of detection without further exploring what interventions may be appropriate once detection has occurred. Hence, they do not meaningfully address risk mitigation strategies that would be effective for tackling the problem of adolescent sexting behaviors. Therefore, computational researchers who focus on nudity and/or skin detection need to engage with Human-Computer Interaction (HCI) researchers to determine how to translate their research into actionable solutions for adolescent online safety.

Muhammad Uzair Tariq, Afsaneh Razi, Karla Badillo-Urquiola, Pamela Wisniewski
ADAPT- The Approach to Accessible and Affordable Housing Solutions for People with Disability and Aging in Place

Studies conducted by US federal and state government agencies, NGOs, and advocates for independent living attest to the need for accessible housing for people with significant disabilities and for those aging in place. According to AARP, by 2030 more than 20% of the population of the United States will be age 65 or older and 87% of adults age 65+ want to stay in their current home and community as they age. Unfortunately, staying in home to many people with mobility or physical impairment presents both logistical and financial challenges. In 2017, Auburn University’s College of Architecture, Design and Construction (CADC) proposed to collaborate with HUD in the development of housing solutions for people with disabilities and those seeking to age in place and was granted a 3-year project from the federal government. This paper will illustrate the team’s approach to comprehensive housing solutions that are both accessible and affordable for people with disability and aging in place.

Shu-Wen Tzeng
Towards a Multi-modal Transportation Scenario: An Analysis About Elderly Needs

For the elderly the use of public transportation services represents a central need, not only from an economic point of view, especially for the most disadvantages social classes, but also from a social perspective, since it creates social relations. However the elderly have several needs in their travel experience, deriving mainly from their psychophysical problems. In this scenario, to improve the travel experience of the elderly it is necessary to adopt an inclusive design approach, in which the different categories of people are considered as a resource for a more accommodating design.In this paper, the authors present a research on the design of multi-modal transport services with a focus on the interactions of the elderly with the digital services provided by the transport companies. Starting from the analysis of academic studies in this specific field, the authors present the results of an empirical survey. It has been conducted with the aim to identify the elderly needs, to define the elements that can improve their travel experience and to define those characteristics that allow to create more usable, accessible and sustainable interactive services. From this survey different types of needs emerge. They can be considered as requirements and consequent system features for potential digital services based on the elderly needs.

Valentina Volpi, Antonio Opromolla, Giovanni Andrea Parente, Carlo Maria Medaglia
Monetize This? Marketized-Commons Platforms, New Opportunities and Challenges for Collective Action

In this paper we argue that recent developments in peer-to-peer platforms, including those underpinned by distributed-ledger technology (or blockchains), represent a new model for organizing collective action, which we term the “marketized-commons” model. Drawing on social psychological and economic theory, we compare this concept to established modes of organizing collective action. We also consider the marketized-commons model in relation to other peer-to-peer economies. We consider why individuals might be motivated to create and use platforms underpinned by the marketized-commons model, as well as how it might be counterproductive for cooperation, collaboration, participation and social goals. Finally, we recommend implications for those interested in designing peer-to-peer platforms to support collective action. Ultimately, we argue that to develop effective platforms in this context designers need to look beyond the financial considerations of individual platform users. Rather, they also need a concern for social psychological principles and processes, specifically how groups work and operate in these settings.

Denise Wilkins, Bashar Nuseibeh, Mark Levine
PiChat: Smartphone Application to Expand the Social Network for the Elderly

The success in medical and multidisciplinary research has resulted in the longevity in human age. Longevity in human age has caused an increase in the elderly population, and this condition becomes a new phenomenon. The scientific and medical research focusing on the elderly becomes one of the biggest concerns, and cross-disciplinary cooperation to promote the health of the elderly is a global issue. However, many factors are affecting the physical and mental health of the elderly. The reduction in a social circle after retirement is a common problem for the elderly. Smaller social circle makes the elderly isolate and can cause loneliness. In order to reduce the problem, this study proposed a smartphone application called PiChat. This application manages to pair similar photos uploaded to help the elderly found new acquaintance and guidance of the conversation topic to begin. However, emphasizing the ease of use and considering the deterioration of the visual ability of the elderly, this application will lead the elderly to create a new social circle gradually. The preliminary test showed that this application is feasible to anticipate social circle reduction for the baby boomer’s elderly.

Ting-Hui Wu, Bing-Cheng Zhu, Elizabeth Wianto, Shan-Wen Shih, Yang-Cheng Lin, Chien-Hsu Chen
Design of Human-Computer Interaction Products for the User with “Mood Disorder”

With the rapid development of society, people are facing increasing social pressure. Excessive pressure not only promotes production, but also has a lot of adverse effects on people’s psychology. One of them is feeling depressed. In view of this social phenomenon, this paper proposes a design scheme, which help people to alleviate their own bad emotions and have a good attitude towards life. The questionnaire are based on related theory and the analysis of similar competing goods, which analyzing the user’s psychological preferences, mining the user behavior pain points, finally designed a human-computer interaction intelligent products - ‘LOVE HUG’ and “DI LUO” APP, the intelligent products can through their own characteristics for the interaction with users, achieve the goal of relieve the user of undesirable mood.

Tingyu Yang, Qian Ji

Design for Culture and Entertainement

Frontmatter
Multiple Representations of the UI, Score and Scale for Musical Performance System and Score DB

This paper describes the development and evaluation of the UIs and scores of musical performance system. The aim of this research is to provide a musical tool for elderly people and caregivers. Another aim of this research is to use the performance system and score database to conserve some non-Western music genres. The UIs are designed on a tablet PC, which look like keyboards. Four UIs with scores are evaluated by young people and elderly people: plain keyboard with staff notation score, and keyboards of note name/number/color representation with scores of the same representation. The results of the experiment indicate that the number representation would be useful to most people and the note name/color representations would be useful to some people. This system also have a UI of koto music which is one genre of Japanese traditional music. This system can be used for the explanation of the difference between the temperament and scale of koto music and those of Western music. Scores for musical performance system and scores of koto music are also discussed. This research provides a system to add melody and rhythm using score DB to the lyric input by a user. This system can also explain the melisma of koto songs and asynchronicity of the rhythms of voice part and koto part.

Sachiko Deguchi
Enhancing Cultural Engagement: A Heuristic Evaluation of World Cultural Heritage Websites

Tourists usually visit cultural heritage websites before they travel to the actual sites. The design of the websites thus influences how an individual expect from the historical sites. This study aimed to investigate current cultural heritage websites and to identify the missing features/information that could potentially impact viewers’ cultural engagement. A heuristic evaluation was conducted with eight subject matter experts (each having more than two years of cultural product/web design experiences) on ten world cultural heritage websites (e.g., the official ones for Tower of London, Taj Mahal, and Statue of Liberty, etc.). For the purpose of the evaluation, the goals of cultural web applications (proposed by the Minerva Working Group 5) were provided to the experts. Ratings and design recommendations were collected and analyzed. Results showed numerous misalignments with the goals that made the websites unable to effectively deliver cultural values to viewers. This paper provides insight and contributes to cultural heritage web design.

Yu-Hsiu Hung, Yun-Lun Huang, Chi-Wen Hsieh
Development of an Embodied Group Entrainmacent Response System to Express Interaction-Activated Communication

In situations that demand audience participation, such as lectures and speeches, the sense of unity of the communication place is created by mutual interactions between the performer and audience. Therefore, the speaker’s willingness to talk increases with the increase in the responses of the listeners, thus strengthening the interaction. We have developed a speech-driven embodied entrainment toy robot called Pekoppa that generates communicative motions and actions such as nods for entrained interactions from speech rhythm based only on voice input. In this research, we developed a system that activates the interaction by changing the embodied response by nodding from multiple toy robots based on speech inputs. Moreover, we confirmed the effectiveness of the system by sensory evaluation and behavior analysis through experiments on 24 participants.

Yutaka Ishii, Tomio Watanabe
Typography in Interactive Poetry: Gestures and Their Contributions to Reading Multiplicities

This study investigates the ways in which visual poems have expanded their creation and interpretation possibilities in digital environments. A significant poetic contribution of these media is the possibility of physical interferences by the reader, thus transforming the reader into an interactor. Another fundamental element for the materialization of electronic poetry (or e-poetry) is typography. Contrary to what occurs on paper, it is possible to interact, deform and transform the types that constitute poems in digital interfaces, which brings the novelty of inserting gestures as creative poetry potentialities. In order to explore these hypotheses, this article comprises two stages. In the first, we will establish a relation between the following poems: lygia fingers (1953), dias dias dias (1953), Poemóbile vivavaia (1974) and criptocardiograma (2003), all by Augusto de Campos, and the theory raised by Plaza [1] concering the degrees of interpretation that influence interactivity. In the second stage, we will discuss the subjectivity of implicit gestures in digital poetry, based on two works: Segundo Soneto Meio Barroco (2000), by Alckmar Luiz dos Santos and Gilbertto Prado, and Between Page and Screen (2012), by Amaranth Borsuk and Brad Bouse.

Karine Itao Palos, Gisela Belluzzo de Campos, Andréa Catrópa da Silva
Impact Analysis of Order of Presentation on Champion Book Selection in Bibliobattle

This paper analyzes the degree of influence of the presentation order on the voting behavior of participants in the book review game, Bibliobattle, and examines ways to reduce this influence. We collected and analyzed the data of Bibliobattle games that were spontaneously conducted in various places, and this method was applied to research other communication-field mechanism designs. We classified the results of approximately 800 Bibliobattle games collected from the Internet by the order of presentation. Subsequently, we compared the number of Champion Book awards secured by the first and second, and last and last but one in the presentations when compared to others in the presentation order. Consequently, the possibility of the first and second presenters acquiring a Champion Book award has a detrimental effect on the other presenters in the order. Conversely, the possibility of the last and second-last presenters acquiring a Champion Book award is advantageous for the other presenters in the order. We considered the possibility that the response order effect influences voting in the Bibliobattle game. Then, by performing the voting process in the reverse order of the presentation, we examined ways to reduce the influence of the response order effect.

Hirofumi Masui, Yumiko Kaigawa, Namiko Mitoma, Tadahiro Taniguchi
Desertesejo (2000/2014): Notes on the Restoration Process

The objective of this work is to present and discuss some issues of the Desertesejo project Desertesejo (Gilbertto Prado, 2000, developed at Program New Media Directions - Itaú Cultural, in Sao Paulo) and its restoration occurred in 2014. Desertesejo is an artistic interactive multi-user virtual environment initially developed in VRML. The project is a poetical exploration of geographical extension, the temporary ruptures, the loneliness, the constant reinvention and the proliferation of points of meeting and sharing.

Gilbertto Prado, Marcos Cuzziol
Collaborative Design of Urban Spaces Uses: From the Citizen Idea to the Educational Virtual Development

The paper is concerned with the design of virtual environments for collaborative design. The interests of citizens are coming to the forefront nowadays with the awareness that a livable city does not only consist of good infrastructure and sustainable energy supply but also citizen input and feedback. The project consists of a transversal research at the intersection between computer science, the teaching of future architects and multimedia engineers and the urban policies of the cities of the future in which citizen participation is fundamental. The hypothesis is based on demonstrating the following two statement: (1) The implementation of virtual gamified strategies in the field of urban design will generate an improvement in citizen participation by being a more dynamic, real and agile collaborative environment thanks to enhanced visual technologies and immersive. (2) Gamified strategies for the understanding of three-dimensional space improve spatial competencies of students generating greater motivation in their use and a degree of satisfaction high. First, we studied the contemporary student profile and better ways of teaching according to it. Second, rehearse and evaluate the teaching of the urban project incorporating collaborative design, immersive ICTs, gamification and citizen participation. Third, the data obtained from the quantitative assessment, exemplify the role and use of technologies, in the educational processes to improve the students’ motivation, involvement and way of learning.

Monica V. Sanchez-Sepulveda, David Fonseca, Jordi Franquesa, Ernesto Redondo, Fernando Moreira, Sergi Villagrasa, Enric Peña, Nuria Martí, Xavier Canaleta, José Antonio Montero
Optimizing User Experience in Amusement Parks and Enhancing Their Active Role in Urban Spaces Through New Technology

This paper intends to review the main technological innovations applied to the world of theme parks, with the aim of identifying the strategies that can be planned to guarantee visitors an optimized experience. At the same time, it aims to understand how the new technology can help improving the integration between the fantasy space and the real, urban space. The introduction explains what the challenges for modern parks are and what people are expecting from them. Chapter 2 addresses the use of various kinds of technology within theme parks, in particular virtual and augmented reality, localization and RFID systems to effectively manage the routes of visitors, 3D and multimedia techniques to improve engagement. Before the conclusions, chapter 3 investigates the relationship between the theme park and the spatial context it is built in and how new technology can be used to optimize this relationship and empower people.

Eliseo Sciarretta, Alessandra Carriero, Giada Marinensi

Design for Intelligent Urban Environments

Frontmatter
The Semiotics of Toilet Signs

Various types of signs for public restrooms are pervasive in our society. In addition to indicating gender classification, there are cultural differences among regions and communities in the representation of these signs. There have been several studies on toilet signs that possess many aspects of academic investigation, including social study, cognitive analysis, and gender research. To investigate the academic issues surrounding public restroom iconography, - and to understand how the signs convey the designer’s intent to citizens, a database of toilet signs has been constructed. More than 550 items are storedin this database, and published on the Internet. They are categorized into several groups by a method similar to a folksonomy. This paper describes the results of an analysis of the database, and what types of toilet sign trends are revealed by the study.

Jun Iio
Proposal for Encouraging Tourists to Stroll by Restricting Information Sharing Location to Destinations

In this research, we aim to encourage tourists to take a walk in an area around a final destination, and so propose the restricting timing to share information on sightseeing spots. That is, we give the restriction that the sharing and the browsing of information on sightseeing spots can only be done at spots that are main destinations of tourists. The information shared at destination sightseeing spots is a sightseeing map representing the sightseeing history of a tourist.In this research, in order to verify the usefulness of our proposal, an evaluation experiment using a prototype system was conducted. In this experiment, the comparison was made between sightseeing using the general electronic map service and the proposed system. Moreover, we compared the sightseeing behaviors between the cases where the information of the tourist maps was browsed before and after sightseeing. We show that making a sightseeing history map during the sightseeing made the participants walked in the wide area, and browsing the shared history maps after the sightseeing encouraged the participants to take a walk around various places in the current and the next sightseeing.

Tomoko Izumi, Koki Takemoto
Proposal of Using Digital Mirror Signage and AR Pictogram for Follow Me Evacuation Guidance

There are still many problems with evacuation guidance. After a concert or a game at a stadium, people rush one route, and there are always crowded with people. Of course, the event companies make a guard plan for the event to arrange guards. Nevertheless, there are significant accidents have still occurred. This paper proposes to use digital mirror signage and augmented reality (AR) pictogram animation for Follow Me evacuation guidance. Moreover, the authors designed and evaluated three pictogram animations “Beckoning,” “Running,” “Pulling” because to discuss how to move pictograms for guidance. The results of using visual analog scale evaluation by nineteen participants, “Running” pictogram animation received high evaluation marks (p < .05). Besides, this study has interviewed participants with something felt in time series. After that, participant and we have created the Participant Journey Analysis Map (PaJAMap) which inspired the Trajectory Equifinality Model (TEM). The result of the analysis shows that “Beckoning” can feel antipathy, “Running” was characterized ‘Conformity’ type of Follow Me moving, “Pulling” had sometimes confused with ‘Pushing’.

Takayoshi Kitamura, Kazumi Yasui, Yoshio Nakatani
Verification of a Psychological Effect of Hiding Speedometer when Exceeding a Speed Limit

On a good road, drivers tend to exceed the legal speed limit because of their sense of security that they are not in danger. However, in some cases, serious accidents are often due to driving at high speed. In this research, to promote safe driving, we propose a natural method to get drivers to slow down by hiding a part of the speedometer. Since the driver cannot see the entire speedometer, they may feel uneasy about driving at an excessive speed. So, to keep their sense of security, the driver may go more slowly. To verify the effectiveness of this system, tests using a motorbike were conducted for 13 participants. Our results show that most participants reduced their speed.

Tetsuma Konishi, Takayoshi Kitamura, Tomoko Izumi, Yoshio Nakatani
Tangible Map: Designing and Assessing Spatial Information Retrieval Through a Tactile Interface

This paper addresses the design, development and evaluation of an interactive Tangible Map as a way to collect, display, and provide various information about a public space (in this case, a university campus) for easy retrieval and access. Through its ability to (a) display multiple sets of information upon tactile inputs, and (b) encourage interactions through 3D features and visual stimuli, the Tangible Map acts as a bridge between abstract campus data (e.g. classes hours and locations, faculty offices, shuttle hours) and the physical spaces the data refers to. The Map’s effectiveness in easing access to information and its potential for encouraging data exploration, compared to existing mediums, is evaluated through a preliminary user study. Results suggest that the map’s 3D tangible features and tactile interactions can facilitate information retrieval and can support the exploration of abstract data.

Kimberly Leon, Will Walker, Yihyun Lim, Scott Penman, Sara Colombo, Federico Casalegno
Directing a Target Person Among Multiple Users Using the Motion Effects of an Image-Based Avatar

We investigate whether an image-based avatar with motion can smoothly direct a target person who has requested guidance. Existing methods that use an avatar generally assume a one-to-one interaction with the user and did not fully consider how the avatar should direct a target person, which is important in interactions with multiple users. When the target person feels that the image-based avatar is facing them and feels that the avatar is directing them, the person judges that the requested guidance has been given. When a nontarget person feels that the image-based avatar is not facing them and also feels that the avatar is not directed towards them, the nontarget person then judges that the requested guidance has not come to them. To direct the target person smoothly, the action-type motion of the image-based avatar and the rotational motion of the video sequence itself relative to the display are important. We performed a subjective assessment of how the target person and the nontarget person feel about the direction by comparing the case where motions were added with the case where motions were not added. The results show that the image-based avatar with the action-type and rotation-type motions is effective for the target person but is not effective for the nontarget person.

Tsubasa Miyauchi, Masashi Nishiyama, Yoshio Iwai
Analyzing Social Impact Evaluation Tools Applied to Design Thinking: A Proposal for Improving User Experience in Urban Spaces Through Social Innovation

The digital and social transformation we are facing affects also the urban spaces by redirecting the attention and the efforts of different stakeholders towards a renewed interest for the human aspect of the city and for behaviors more aware of their possible impacts at a systemic level on society and environment. The human-centered design approach and the design thinking provide specific tools and methodologies which allow to consider the ‘human’ point of view during the different stages of the design process. However, some limitations arise: in details, most of these methodologies do not take into adequate consideration the social, environmental and economic impact of the designed solutions. For this reason, the research on design should identify the most suitable tools for measuring and assessing the impact of the project during and after its implementation, in order to find solutions really desirable from the social point of view, feasible from the organizational and technical perspective and economically viable. This contribution intends to discuss these issues by suggesting an increasing use of social impact evaluation tools in the design frameworks for urban environment.

Valentina Volpi, Antonio Opromolla, Carlo Maria Medaglia
Preliminary Comparison of a Curved Public Display vs a Flat Public Display

In this paper, we describe how passers-by are affected by a curved public display compared to a flat public display. Through observing social behaviors of people around a curved public display, we found that firstly more people tend to stop in front of a curved display than a flat display. Secondly, a certain number of audience members viewed the public display at the nearest distance, and audience members at closer dwelling positions to the display tended to dwell longer than those who stay farther from the display. Furthermore, our observations reveal that, for both the curved display and the flat display, more passers-by were attracted and stopped to view the display when there was already an audience standing in front of the display, which is known as the honeypot effect. However, these audience members have shorter dwelling times than those of other audience members.

Junichiro Yamashita, Kazuo Isoda, Riyoko Ashida, Ichiro Hisanaga, Junko Ichino
Research on Innovative Design of Urban Smart Lighting Equipment Based on User Experience

Since the beginning of the 21st century, with the development and maturity of the Internet of Things, sensor, processing and software technology, products are no longer a single product, but will digitize machines (computers), agents, sensors, information data in the network system, and then connect with people, devices and business processes to realize complex system products with collective consciousness and thinking. Smart city is a large-scale system with thorough perception, comprehensive interconnection and in-depth intelligence. As terminal and carrier of smart city system, urban street lamp implements important technology in the perspectives of perception, network and application, which will play a tremendous role in the construction of future smart city.Firstly, through document retrieval, market research and the requirements analysis of User experience, this paper analyzes the background, meaning and development status of urban smart lighting equipment (USLE), summarizes the construction of USLE and the intelligent functions that have been achieved, and teases out the relationship between USLE and smart city project application with the combination of the content of “13th Five-Year plan” for smart city construction in Shanghai. On this basis, the general framework of the emotional design and evaluation system of USLE form under user experience is put forward, which includes Five parts: (1) Users’ three levels of emotional needs for products; (2) the demand evaluation of product perceptual image; (3) the perception evaluation of design prototype; (4) the perception evaluation of design model; (5) product use and interaction experience. After that, the specific implementation contents of the five parts are analyzed and discussed in depth. Finally, taking study of PRONA Smart Lighting Design in Shanghai, China for instance, it is proved that the general framework has strong feasibility and application value, which can provide pattern references for government, enterprises and designers to carry out innovative design and development of urban smart lighting equipment in the future.

Junnan Ye, Jianxin Cheng, Dadi An, Chaoxiang Yang, Sihui Shen, Junzhe Lu

Design and Evaluation Case Studies

Frontmatter
The Relationship Between Technology Self-Efficacy Beliefs and User Satisfaction – User Experience Perspective

Scholars and researchers are becoming more interested in research that focus on the users’ interaction with mobile technology as information technology providers are striving to develop innovative devices to attract more users. User self-efficacy and specifically Technology Self-Efficacy (TSE) has been largely used to predict user’s task success and user’s acceptance of technology. In other words, we assume that users who report high TSE are likely to succeed technology-based tasks and are likely to accept and use technology. However, little research investigates the relationship between pre- and posts-task self-perceived TSE and its relationship with user satisfaction. Based on the theory on self-perception, we aim to fill in this gap. First, we explore the relationship between TSE and user satisfaction. Second, we investigate on one hand the relationship between satisfaction and individuals whose TSE increase after the user test, and on the other hand, the relationship between satisfaction and individuals whose TSE decrease at the end of the user test. Theoretical contributions to HCI literature and practical implications to HCI practitioners are discussed.

Hasna Agourram, Juliana Alvarez, Sylvain Sénécal, Sylvie Lachize, Julie Gagné, Pierre-Majorique Léger
A Digital Twin-Based Multi-modal UI Adaptation Framework for Assistance Systems in Industry 4.0

As a consequence of digital transformation many aspects related to the industrial manufacturing processes are facing changes. In terms of Human-Machine Interaction, the User Interface (UI) plays the most important role as a mediator between the human and certain assistance systems. In traditional industrial environments, the UIs are usually designed to handle a unimodal input command (via touch screen, keyboard or mouse) and to present a feedback in a visual way. However, due to the nature of the tasks there is a need for the human workers to easily shift tasks and acquire new skills. For this reason, in the UI adaptation process the personal abilities and preferences of the human workers should be taken into consideration. In this paper, we present a novel reference model for multi-modal adaptive UIs for assistance systems in manufacturing processes. Our approach provides a solution framework for adaptation of assistance systems in manufacturing processes not only based on the environmental conditions, but also based on the personal characteristics and abilities of the human workers, obtained by a personalized Digital Twin.

Klementina Josifovska, Enes Yigitbas, Gregor Engels
Preliminary Experiment for Navigation on Tactile Display Using DC Motor

In this paper, as a preliminary experiment for walking navigation, conduct experiments of the pseudo force sense using four different waveforms when holding the DC motor with three fingers. In addition, two types of the DC motors with different rotation per minute or RPM and torque, are used to examine an impact of those properties of motors on the pseudo force sense. As a result, it is found that people would feel the pseudo force sense in the direction of the weak rotational acceleration. And There can also be a tendency for people to perceive the pseudo force more easily in the extending direction of the wrist. Moreover, by comparing results from two type of motors with different RPM and torques, it is found that the motor with higher RPM and torque would cause people to feel easily pseudo force.

Yusuke Komatsu, Makio Ishihara
Analysis of a Programming Process Sharing the Card-Type Programming Tool “Pro-Tan”

We have been developing a tangible programming tool called “Pro-tan” which has a card-type interface. This paper reports the system configuration of Pro-tan and analysis of the usefulness when two users share Pro-tan. We conducted an experiment comparing Pro-tan with the programming software “Studuino”, which has an interface suitable for operation by children. We evaluated the usefulness of Pro-tan in a collaborative learning process in which two users share the same system.

Tatsuo Motoyoshi, Kei Sawai, Hiroyuki Masuta, Takumi Tamamoto, Ken’ichi Koyanagi, Toru Oshima
Study on Career Education for the Age of Computerization with Benefit of Inconvenience

This paper aims to introduces a challenge in career education for university students then further argues about the possibility of next generation career development methodology assuming the future Human Computer Interaction. The career education utilizes innovation methodology based on Benefit of Inconvenience (BI), which is called “Fubeneki” in Japanese. In this research, we analyzed the sample ideas of BI systems submitted by participant students in lectures and workshops in which BI concept was introduced and then, recognized typical misunderstandings of BI. In addition, we explored the results of a survey conducted on the students and business persons. The survey results of the participant students were compared with those of the business persons to argue expected connection between the innovation with BI and future methodology for career education.

Kiyohisa Nishiyama, Manabu Sawaguchi
User Experience and Perceived Usability of Traditional and Multimodal Interfaces for Scientific Information Seeking

The current study was carried out to investigate users’ preferences for different input modalities (i.e., mouse or gaze) when involved in scientific information-seeking tasks. According to the task that they had to perform (i.e., abstract opening, gaze bookmarking, or keyword highlighting), participants were randomly assigned to three different conditions. They had to carry out the same task twice with both means of interaction (i.e., mouse or gaze); input modalities were counterbalanced across participants. The findings showed that users were faster and perceived the system as more pleasant when they performed the tasks using their gaze. However, when participants controlled the system with a more familiar mouse interface, they perceived the system as more accurate, easy to use, and efficient. Future studies will evaluate how increasing users’ familiarity with alternative input modalities (i.e., gaze) can affect their perception of accuracy, easiness, and efficiency.

Patrik Pluchino, Luciano Gamberini, Giulio Jacucci
Participatory Design of System Messages in Petroleum Fields Management Software

Users face difficulties in understanding the progress of simulation tasks in oil reservoirs. It is necessary to turn clear to users when some task suffers errors because this is time consuming. In this paper, we propose the use of participatory design to conceive Application System Messages (ASMs) in software tools implemented to support studies related to Numerical Simulation and Management of Petroleum Reservoirs. We explored braindrawing and brainwriting techniques to acquire early concepts for a redesign of the ASMs’ presentation and content. Our obtained results indicate that the use of participatory practices is useful to improve the redesign of ASMs in our study context.

Pedro Alan T. Ramos, Julio Cesar dos Reis, Antonio Alberto de Souza dos Santos, Denis José Schiozer
Workstations of the Future for Transformational Gains in Solving Complex Problems

This paper describes fundamental concepts of future workstations that will achieve transformational gains in problem solving for end users. The results are based on 7 years of Human-Computer Interaction (HCI) research on the bRIGHT platform. bRIGHT already incorporates solutions for modeling and understanding end-user contexts/intent and employs these to design algorithms for task automation, context filtering, and contextual auto-fill to support end users in complex tasks. bRIGHT also includes solutions for collaborative problem solving. We summarize insights gained from conducting user experiments and describe the technical capabilities required of future workstations to ensure a leap of performance when groups of users can jointly solve complex problems.

Rukman Senanayake, Grit Denker
VujaDessin: A Sketch Learning Support System Using a Blurred Motif Object

Sketch is a creative activity that anybody can start casually and often used as training to begin a full-fledged painting. Since beginners sometimes feel difficulty to draw accurate sketch, various tutoring systems of sketch have been developed. However, some problems about seeing motif object have not been solved. First, they often have difficulty to grasp the entirety of the object and fail to draw balanced sketch. Second, they have difficulty to draw exactly what they saw due to labeling of conceptual meaning. We assumed that these problems are caused by their inappropriate way of seeing motif object: an excessive focus on detail of specific part. In order to solve these problems, we proposed sketch learning support system VujaDessin. This system prompts users to see the entirety of the motif object by blurring motif image when focus on detail parts is detected. We conducted user study of the system targeting two subjects to evaluate the system effectiveness. While the system did not provide positive effect to quality of outcome, we confirmed generated blur changed users seeing behavior. The system possibly encouraged users to see entire motif object including peripheral parts in a more exploratory way. Further system development and study is required in order to support beginners who strongly feel they are not good at drawing and confirm the long-term learning effect.

Kentaro Takashima, Ryuichi Tsuchiya, Kazushi Nishimoto
Tool UTAUT Applied to Measure Interaction Experience with NAO Robot

This research described the utilization of the Unified Theory of Acceptance and Use of Technology (UTAUT) to evaluate a high-level interactive scenario of using Nao Robot in the role of co-presenting in an educative context. Describing the registered result of construct such as Intention of Use, Perceived Enjoyment (PE), Perceived Sociability (PS), and Trust.The study also describes the process of elaboration of this interaction. Multiple User-Centered Design techniques applied to the Human Interaction Robot field. Also, describes how the interaction of the robot with the participant was accomplished by using Wizard of Oz techniques.

Adrián Vega, Kryscia Ramírez-Benavidez, Luis A. Guerrero
Keep System Status Visible: Impact of Notifications on the Perception of Personal Data Transparency

Personal Data Transparency (PDT) requires that companies provide information for subjects about activities performed in their personal data such as collecting, processing, disseminating and sharing. Recent regulations on personal data have addressed the improvement of subjects’ capability in giving consent to controllers/processors, ensuring that data collection and usage policies are presented to the subject in an intelligible and easily accessible form, using clear and plain language. However, the objective of ensuring that people have more control over their personal data presumes that they are conscious on the value of their personal data, understand the concept of privacy, and are aware of risks, consequences and safeguards concerned and their rights in relation to the processing of personal data. This conscience should be complete in the moment of consent. Wisely, regulators have been cautious and included the right to withdraw the consent and the right of having personal data “forgotten”. However, a person’s conscience of risks comes with experience brought by the exposition to the facts, whether good or adverse, that happen after consent is given. Users frequently accept all terms without fully agreeing with them because they are motivated to access a service or product. In this paper, we report and discuss the results of an experiment showing that instantaneous notification of data collection to smartphone users’ increases significantly their awareness of transparency. Based on this discussion, we advocate that feedback should be enforced in the transparency regulations.

Lucia Vilela Leite Filgueiras, Adriano da Silva Ferreira Leal, Thiago Adriano Coleti, Marcelo Morandini, Pedro Luiz Pizzigatti Correa, Solange N. Alves-Souza
Backmatter
Metadata
Title
Human-Computer Interaction. Design Practice in Contemporary Societies
Editor
Masaaki Kurosu
Copyright Year
2019
Electronic ISBN
978-3-030-22636-7
Print ISBN
978-3-030-22635-0
DOI
https://doi.org/10.1007/978-3-030-22636-7