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Über dieses Buch

This book contains revised selected papers presented at 4 workshops held at the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, in Mumbai, India, in September 2017. The workshops are: Workshop on Dealing with Conflicting User Interface Properties in User-Centered Development Processes (IFIP WG 13.2 and 13.5), Workshop on Cross Cultural Differences in Designing for Accessibility and Universal Design Organizers (IFIP WG 13.3), Human Work Interaction Design Meets International Development (IFIP WG 13.6), and Beyond Computers: Wearables, Humans, and Things - WHAT! (IFIP WG 13.7).
The 15 full papers included in this volume were carefully reviewed and selected from numerous submissions. They show advances in the field of HCI dealing with topics such as human-centered computing, user interface design, evolutionary user interface prototyping, end-user development systems, accessibility design, human work interaction design, and wearables.

Inhaltsverzeichnis

Frontmatter

Beyond Computers: Wearables, Humans, And Things – WHAT!

Frontmatter

Design for Cultural Heritage – Developing Understanding in Teaching and Practice

Abstract
This contribution shows how we discovered, by teaching and design, the need for ICT support in the domain of cultural heritage collections. We show examples of current situations with, both, workable solutions and logistic problems regarding the maintenance, documentation, and availability of precious artifacts to keep cultures alive. We point to currently available techniques to incorporate cultural heritage artifacts in a cloud based structure for knowledge and communication that might enable the continuation of cultures in an easy and safe way.
Teresa Consiglio, Gerrit C. van der Veer

Rethinking Wearables in the Realm of Architecture

Abstract
The architectural built environments, which so ubiquitously, act as shelters and shape our daily personal and social experiences, can soon be envisioned as being interacted with and mediated through wearables. This conjecture is becoming salient with the increased interactivity of our built environments, and a sustained drive to render them energy efficient. This entails for the upscaled re-design, appropriation, and assessment of functions that are typically ascribed to wearable technologies, as well as the grounding of users’ socio-technical interactions and experiences within the built environments.
In this position paper, we discuss this inevitable shift in the role of wearables and the expansion of its functional spectrum to include the built environments and the constituent social constructs, thus facilitating a comprehensive experience of inhabitants’ well-being.
Himanshu Verma, Hamed S. Alavi, Denis Lalanne

Tailored, Multimodal and Opportune Interactions on a Wearable Sport Coach: The WE-nner Framework

Abstract
A growing body of evidence from Psychology and Sport Sciences shows that physical activity can be a cost-effective and safe intervention for the prevention and treatment of a wide range of mental and physical health problems. Research in domains such as the Internet of Things (IoT), wearables and persuasive technologies suggest that a coach intended to promote physical activities needs to provide personalized interaction. In this paper we introduce the WE-nner (pronounce “winner”) framework for designing an automated coach promoting physical activity which supports interactions between the user and a smart wearable that are: (1) personalized to the user, (2) dynamic (e.g. occurring during a physical activity), and (3) multimodal (e.g. combine graphics, text, audio and touch). We explain how we implemented this framework on a commercial smartwatch and provide illustrative examples on how it provides dynamic personalized and multimodal interactions considering features from user’s profile. Future directions are discussed in terms of how this framework can be used and adapted to consider theories and models from Psychology and Sport Sciences.
Jean-Claude Martin, Céline Clavel

The Evolution of Visual Art: From Painting to Interaction Design

Abstract
This paper focuses on the application of interactive technology in contemporary visual art, showing that current development has traces in history. We sketch an evolution, from the creation of primitive visual art to interaction design and wearable art. We will discuss how the artist communicates through his creation with the intended audience, and how new technology enables the art work to interact autonomously.
Danzhu Li, Gerrit C. van der Veer

WHERE – Physical Entries to the Internet

Abstract
This contribution shows how the experienced location of data or information, and of computing, changed since the first general use of information and communication technology. We show how many current and future non-professional users will develop a view of locality for physical tagged entry points to resources that are in fact nodes in an, often global, network.
Gerrit C. van der Veer

Cross Cultural Differences in Designing for Accessibility and Universal Design

Frontmatter

Issues of Culture in Designing for Accessibility

Abstract
Cross cultural differences and cultural sensitivities have not yet received much attention in the areas of accessibility, assistive technologies, and inclusive design and methods for working with disabled and older users. However it is important to consider the challenges of developing accessible and usable technologies for people with disabilities and older people in different cultural contexts. This chapter presents the background to the topic and then considers three particular issues in relation to the topic: the accessibility of interactive systems in the home and implications for emerging markets; the accessibility problems in relation to a multilingual society such as India; and finally, the issues of the cultural biases of the methods used when working with users within a user centered design lifecycle or a “double diamond” methodology, whether they are mainstream users, disabled or older users.
Helen Petrie, Gerhard Weber, Charudatta Jadhav, Jennifer S. Darzentas

Dealing with Conflicting User Interface Properties in User-Centered Development Processes

Frontmatter

Conflict, Costs and Trade-Offs in User Interface Design

Abstract
A framework for cost benefit analysis to inform design choices in configuration and customisation of user interfaces is presented. User costs of learning, UI complexity and operational usability are traded against benefits from better functional fit for the users needs. The design process is illustrated with case study experience from an eHealth application involving trade offs between conflicting requirements from two groups of users.
Alistair Sutcliffe

Declarative Interaction Towards Evolutionary User Interface Prototyping

Abstract
This paper examines the potential of describing interactive systems in a declarative manner with concepts familiar to both developers and designers. Such declarative interaction descriptions will enable evolutionary prototyping processes. This new type of design and development processes that can emerge with declarative interaction is described along with benefits for human-centred system design. A few challenges are raised for future research in this area.
Cristian Bogdan

QBP Notation for Explicit Representation of Properties, Their Refinement and Their Potential Conflicts: Application to Interactive Systems

Abstract
This paper presents a notation called QBP (Question, Behavior, Property) to represent software and system properties and their relationship. The properties are structured in a tree-shape format from very abstract and generic ones (such as safety or security) to more concrete (leave of the tree). This tree-shape representation is used in the paper to represent properties classification in several areas such as Dependable and Secure computing and Human-Computer Interaction. The notation makes it possible to connect the properties among each other and to connect them to concrete properties expressed in temporal logic. Those concrete properties are, in turn, connected to behavioral descriptions of interactive systems satisfying (or not) the properties. An example is given on a set of different traffic lights from different countries.
Camille Fayollas, Célia Martinie, Philippe Palanque, Yamine Ait-Ameur

Reflections on System Properties Valued by End Users in Designing End-User Development Systems

Abstract
Over the years, interaction design has become increasingly complex due to the evolution of end users of interactive systems. Approaches such as user-centered design (UCD), which proved effective in the creation of usable interactive systems, have to deal with this evolution. As HCI researchers working at the design of interactive systems in several and various application domains, we are experiencing the effects of this evolution, in particular when we have to weigh up every usability aspect depending on the specific context or the target end users. In this position paper, we report our experience from the perspective of designing End-User Development (EUD) systems, i.e., software artifacts that can be modified, extended, or even created by non-professional software developers.
Carmelo Ardito, Maria Francesca Costabile, Giuseppe Desolda, Rosa Lanzilotti, Maristella Matera

Similarity as a Design Driver for User Interfaces of Dependable Critical Systems

Abstract
Assuring that operators will be able to perform their activities even though the interactive system exhibits failures is one of the main issues to address when designing and implementing interactive systems in safety critical contexts. The zero-defect approaches (usually based on formal methods) aim at guaranteeing that the interactive system will be defect free. While this has been proven a good mean for detecting and removing faults and bugs at development time, natural faults (such as bit-flips due to radiations) are beyond their reach. One of the way to tackle this kind of issue is to propose redundant user interfaces offering multiple ways for the user to perform operations. When one of the interaction mean is failing, the operator can select another functional one. However, to avoid errors and increase learnability, it is important to ensure that the various user interfaces are “similar” at presentation and interaction levels. This paper investigates this relation between dependability and similarity for fault-tolerant interactive systems.
David Navarre, Philippe Palanque, Arnaud Hamon, Sabrina Della Pasqua

Value Creation and Delivery in Agile Software Development: Overcoming Stakeholder Conflicts

Abstract
Agile software development aims at early and continuous value delivery. Yet the concept of value in agile development is underdefined and the meaning can be different for different stakeholders. Successful value delivery requires continuous collaboration with relevant stakeholders which is a main challenge in agile development. In fact, most software project failures are caused by poor communication and misunderstandings between stakeholders. This position paper discusses the meaning of value for business owners, customers, users, software developers, and user experience specialists and works towards an understanding on how to align and articulate value and its delivery in a software project.
Kati Kuusinen

Human Work Interaction Design meets International Development

Frontmatter

Looking for “the Big Picture” on a Small Screen: A Note on Overview Support in Cooperative Work

Abstract
Large, shared displays – such as electronic whiteboards – have proven successful in supporting actors in forming and maintaining an overview of tightly coupled cooperative activities. However, in many developing countries the technology of choice is mobile phones, which have neither a large nor a shared screen. It therefore appears relevant to ask: How may mobile devices with small screens support, or fail to support, actors in forming and maintaining an overview of their cooperative activities? This note contrasts the strengths of large, shared displays with those of small, mobile devices and briefly describes the mKrishi app for providing fishers in the Maharashtra state of India with an overview of the locations where there is likely to be many fish.
Morten Hertzum

Socio-technical Design of an App for Migrants Rescue Operations

Abstract
This position paper illustrates the research and development work done in the last years for understanding how to support domain experts in the rescue operations of migrants who attempt to reach Italian coasts via sea journeys on Mediterranean routes. The context, characterized by humanitarian, social, and organizational issues, presents complex challenges that can only be tackled with a multidisciplinary, participatory, and internationalized approach. The final system takes inspiration from other projects developed for different purposes but acting in similar context and according to similar socio-technical dimensions.
Stefano Valtolina, Barbara Rita Barricelli, Alessandro Rizzi, Sabrina Menghini, Ascanio Ciriaci

Socio-technical HCI for Ethical Value Exchange

Abstract
Ensuring ethical value exchange is moving to the forefront of the global challenges that HCI will have to address in the coming years. In this position paper, we argue that applying a context-sensitive, sociotechnical approach to HCI can help meet the challenge. The background is that the life of marginalized people in contemporary society is challenging and uncertain. The marginalized can face health and cognitive issues as well as a lack of stability of social structures such as family, work and social inclusion. Three questions are of concern when innovating together with people ‘at the margins’: how can we describe users without attempting to stereotype badly, what sociotechnical HCI methods fit the local societal context, and how to make the design sustainable in face of current planetary challenges (e.g., climate change)? We adapt the sociotechnical HCI approach called human work interaction design (HWID) to meet the challenges of designing for ethical value exchange. We present three cases of service design, and suggest how to add a fourth similar case using the HWID approach during a field trip and workshop at the INTERACT 2017 conference in Mumbai. We conclude that applying a context sensitive sociotechnical HCI framework implies that both the backend and frontend of service design and product innovations should be executed and valorized from within the local context.
José Abdelnour-Nocera, Torkil Clemmensen

Backmatter

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