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Heuristic Evaluation of Ambient Displays
, 2002
"... We present a technique for evaluating the usability and e#ectiveness of ambient displays. Ambient displays are abstract and aesthetic peripheral displays portraying non-critical information on the periphery of a user's attention. Although many innovative displays have been published, little exi ..."
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Cited by 178 (7 self)
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We present a technique for evaluating the usability and e#ectiveness of ambient displays. Ambient displays are abstract and aesthetic peripheral displays portraying non-critical information on the periphery of a user's attention. Although many innovative displays have been published, little existing work has focused on their evaluation, in part because evaluation of ambient displays is di#cult and costly. We adapted a low-cost evaluation technique, heuristic evaluation, for use with ambient displays. With the help of ambient display designers, we defined a modified set of heuristics. We compared the performance of Nielsen's heuristics and our heuristics on two ambient displays. Evaluators using our heuristics found more, severe problems than evaluators using Nielsen's heuristics. Additionally, when using our heuristics, 3-5 evaluators were able to identify 40-60% of known usability issues. This implies that heuristic evaluation is an e#ective technique for identifying usability issues with ambient displays.
Reflective design
- Proceedings of Critical Computing
, 2005
"... sengers at cs.cornell.edu, kab18 | sd256 | jofish at cornell.edu As computing moves into every aspect of our daily lives, the values and assumptions that underlie our technical practices may unwittingly be propagated throughout our culture. Drawing on existing critical approaches in computing, we ar ..."
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Cited by 98 (4 self)
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sengers at cs.cornell.edu, kab18 | sd256 | jofish at cornell.edu As computing moves into every aspect of our daily lives, the values and assumptions that underlie our technical practices may unwittingly be propagated throughout our culture. Drawing on existing critical approaches in computing, we argue that reflection on unconscious values embedded in computing and the practices that it supports can and should be a core principle of technology design. Building on a growing body of work in critical computing, reflective design combines analysis of the ways in which technologies reflect and perpetuate unconscious cultural assumptions, with design, building, and evaluation of new computing devices that reflect alternative possibilities. We illustrate this approach through two design case studies.
A Stage-Based Model of Personal Informatics Systems.
, 2010
"... ABSTRACT People strive to obtain self-knowledge. A class of systems called personal informatics is appearing that help people collect and reflect on personal information. However, there is no comprehensive list of problems that users experience using these systems, and no guidance for making these ..."
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Cited by 94 (7 self)
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ABSTRACT People strive to obtain self-knowledge. A class of systems called personal informatics is appearing that help people collect and reflect on personal information. However, there is no comprehensive list of problems that users experience using these systems, and no guidance for making these systems more effective. To address this, we conducted surveys and interviews with people who collect and reflect on personal information. We derived a stage-based model of personal informatics systems composed of five stages (preparation, collection, integration, reflection, and action) and identified barriers in each of the stages. These stages have four essential properties: barriers cascade to later stages; they are iterative; they are user-driven and/or system-driven; and they are uni-faceted or multi-faceted. From these properties, we recommend that personal informatics systems should 1) be designed in a holistic manner across the stages; 2) allow iteration between stages; 3) apply an appropriate balance of automated technology and user control within each stage to facilitate the user experience; and 4) explore support for associating multiple facets of people's lives to enrich the value of systems.
From Use to Presence: On the Expressions and Aesthetics of Everyday Computational Things
"... The coming ubiquity of computational things urges us to consider what it means for something to be present in someone’s life, in contrast to being just used for something. ‘Use’ and ‘presence’ represent two perspectives on what a thing is. While use refers to a general description of a thing in term ..."
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Cited by 71 (5 self)
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The coming ubiquity of computational things urges us to consider what it means for something to be present in someone’s life, in contrast to being just used for something. ‘Use’ and ‘presence’ represent two perspectives on what a thing is. While use refers to a general description of a thing in terms of what it is used for, presence refers to existential definitions of a thing based on how we invite and accept it as a part of our lifeworld. Searching for a basis on which these existential definitions are formed, we argue that the expressions of things are central for accepting them as present in our lives. We introduce the notion of an expressional, referring to a thing designed to be the bearer of certain expressions, just as an appliance is designed to be the bearer of certain functionality. Aesthetics, as a logic of expressions, can provide a proper foundation for design for presence. We discuss the expressiveness of computational things as depending both on time structures and space structures. An aesthetical leitmotif for the design of computational things –a leitmotif that may be used to guide a normative design philosophy, or a design style – is described. Finally, we describe a practical example of what designing a mobile phone as an ‘expressional’ might be like.
Informative Art: Information Visualization in Everyday Environments
- In Proceedings of GRAPHITE 2003
, 2003
"... www.viktoria.se/fal Thanks to advances in display technologies, it will soon be possible to have electronic information displays virtually everywhere. We have developed the concept of Informative Art as a way to integrate information visualization in the everyday human environment. Informative Art c ..."
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Cited by 45 (2 self)
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www.viktoria.se/fal Thanks to advances in display technologies, it will soon be possible to have electronic information displays virtually everywhere. We have developed the concept of Informative Art as a way to integrate information visualization in the everyday human environment. Informative Art combines a dynamically updated information display with the decorative role of visual art, such as posters and paintings. We present four examples of Informative Art, where we borrowed the styles of various modern artists to show different kinds of information. For instance, a composition similar to the style of an abstract painter, Piet Mondriaan, showed the current weather in six different cities, while a piece of “landscape art ” in the style of Richard Long gave a view of the last 30 days of global earthquake activity. We discuss how designing information visualizations for everyday environment introduces requirement that are different from those of graphical user interfaces for desktop computers.
Breakaway: An Ambient Display Designed to Change Human Behavior
- CHI
, 2005
"... We present Breakaway, an ambient display that encourages people, whose job requires them to sit for long periods of time, to take breaks more frequently. Breakaway uses the information from sensors placed on an office chair to communicate in a non-obtrusive manner how long the user has been sitting. ..."
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Cited by 35 (0 self)
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We present Breakaway, an ambient display that encourages people, whose job requires them to sit for long periods of time, to take breaks more frequently. Breakaway uses the information from sensors placed on an office chair to communicate in a non-obtrusive manner how long the user has been sitting. Breakaway is a small sculpture placed on the desk. Its design is inspired by animation arts and theater, which rely heavily on body language to express emotions. Its shape and movement reflect the form of the human body; an upright position reflecting the body's refreshed pose, and a slouching position reflecting the body's pose after sitting for a long time. An initial evaluation shows a correlation between the movement of the sculpture and when participants took breaks, suggesting that ambient displays that make use of aesthetic and lifelike form might be promising for making positive changes in human behavior.
A framework for designing sensor-based interactions to promote exploration and reflection
- Int. J. Human–Computer Studies
, 2005
"... and other research outputs A framework for designing sensor-based interactions to promote exploration and reflection in play Journal Article How to cite: Rogers, Yvonne and Muller, Henk (2006). A framework for designing sensor-based interactions to pro-mote exploration and reflection in play. Intern ..."
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Cited by 24 (5 self)
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and other research outputs A framework for designing sensor-based interactions to promote exploration and reflection in play Journal Article How to cite: Rogers, Yvonne and Muller, Henk (2006). A framework for designing sensor-based interactions to pro-mote exploration and reflection in play. International Journal of Human-Computer Studies, 64(1), pp. 1–14. For guidance on citations see FAQs.
Reflecting human behavior to motivate desirable lifestyle
- Proc DIS ‘08. ACM
, 2008
"... Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. Other interactive systems including ”serious games ” have been applied for the same purpose in areas suc ..."
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Cited by 20 (12 self)
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Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. Other interactive systems including ”serious games ” have been applied for the same purpose in areas such as nutrition, health and energy conservation, but they suffer from drawbacks such as inaccurate self-reporting, burdens placed on the user, and lack of effective feedback. Ambient lifestyle feedback systems overcome these challenges by relying on passive observation, calm presentation style and emotionally engaging feedback content. In this paper, we present an ambient lifestyle feedback system concept and provide insights from the design and implementation of two prototype systems, Virtual Aquarium and Mona Lisa Bookshelf. In particular, we discuss the theory and practice of effective feedback design by drawing on elementary behavioral psychology and small-scale user studies. The work is aimed at aiding in the design of ambient persuasive technologies and ambient interaction in general.
Defining, designing, and evaluating peripheral displays: An analysis using activity theory. Human-Computer Interaction
, 2007
"... ABSTRACT Peripheral displays are an important class of ubiquitous computing applications. However, the field has suffered from a lack of clear, consistent terminology surrounding peripheral display research. We present an Activity Theory analysis of peripheral displays in order to establish common ..."
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Cited by 16 (2 self)
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ABSTRACT Peripheral displays are an important class of ubiquitous computing applications. However, the field has suffered from a lack of clear, consistent terminology surrounding peripheral display research. We present an Activity Theory analysis of peripheral displays in order to establish common terminology and meaning for peripheral displays. We also present an Activity Theory-based approach for designing and evaluating peripheral displays.
The Sensing Bed
- Proceedings of UbiComp 2003
, 2003
"... The Sensing Beds domesticate communications devices by placing them in the bedroom. The beds mediate between two romantic partners who are not co-located by sensing body position in each bed and using a grid of small heating pads to warm the congruent points in the other bed. As an experiment in tel ..."
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Cited by 15 (0 self)
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The Sensing Beds domesticate communications devices by placing them in the bedroom. The beds mediate between two romantic partners who are not co-located by sensing body position in each bed and using a grid of small heating pads to warm the congruent points in the other bed. As an experiment in telepresence, they bridge the physical distance between two people who would normally share a bed, but find themselves sleeping apart. As an experiment in slow technology and emotional communication, they articulate users ’ existing concerns about intimacy, trust and knowledge.