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Enriching Cultural Heritage Communities: New Tools and Technologies Interact. Comput. (IF 1.3) Pub Date : 2024-04-21 Alan Dix, Elizabeth Jones, Rachel Cowgill, Charlotte Armstrong, Rupert Ridgewell, Michael Twidale, J Stephen Downie, Maureen Reagan, Christina Bashford, David Bainbridge, Carys-Ann Neads, Vince Davies
This paper explores ways in which scholarly skill and expertise might be embodied in tools and sustainable practices that enable communities to create and manage their own digital archives. We focus particularly on tools and practices related to the recording and annotation of digitized materials. The paper is based on co-production practice in two very different kinds of community. Although the communities
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‘I Feel Like I’m with You; Therefore, I’m Having Fun’: The Effects of Social Comparison and Belongingness on Continuous Play Intention for Online Games and Loyalty Interact. Comput. (IF 1.3) Pub Date : 2024-04-03 Jihyeon Lee, Hanku Kim
Playing a massively multiplayer online role-playing game (MMORPG) is no longer just a personal hobby, and the genre has evolved into a forum that encourages continual interaction among its users. To determine the motivation behind the user’s participation of MMORPG, we suggest social comparison and self-expansion theories. Specifically, this study proposes a research model that comprehensively identifies
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Paintings, Not Noise—The Role of Presentation Sequence in Labeling Interact. Comput. (IF 1.3) Pub Date : 2024-03-16 Merlin Knaeble, Mario Nadj, Alexander Maedche
Labeling is critical in creating training datasets for supervised machine learning, and is a common form of crowd work heteromation. It typically requires manual labor, is badly compensated and not infrequently bores the workers involved. Although task variety is known to drive human autonomy and intrinsic motivation, there is little research in this regard in the labeling context. Against this backdrop
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Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study Interact. Comput. (IF 1.3) Pub Date : 2024-03-07 Denise Schmidt, Karsten Nebe, Carine Lallemand
The aim of this study is to investigate the use of the sentence completion technique (SCT) as a user experience (UX) research method. We conducted an online experiment (N = 400) to test the effect of sentence stem variations on sentence completion outcomes. Using a between-subjects design, half of the participants were exposed to impersonal sentence stems that did not include pronouns while the other
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Evaluating Target Expansion for Eye Pointing Tasks Interact. Comput. (IF 1.3) Pub Date : 2024-02-28 Xinyong Zhang
The idea of target expansion was proposed two decades ago for manual target acquisition, but it is not feasible to implement this idea in traditional user interfaces as the interactive system cannot know exactly which target is the desired one and should be expanded among several candidates. With the increasing maturity of eye tracking technology, gaze input has moved from an academically promising
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Inferior, Yet Transformative: the User Experience with Robotic Vacuum Cleaners Interact. Comput. (IF 1.3) Pub Date : 2024-02-28 Morten Hertzum
Robotic vacuum cleaners are a prime example of home automation and a rich source of information about how people experience it. On the basis of a 3-week diary study, this article compares householders’ user experience (UX) of robotic vacuum cleaners with their UX of three types of manual vacuum cleaner. The main finding is that robotic vacuum cleaners are inferior in use, yet transform vacuuming. While
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Identifying the Importance of UX Dimensions for Different Software Product Categories Interact. Comput. (IF 1.3) Pub Date : 2024-02-03 Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Jean-Marc Robert
Billions of users around the world use mobile applications and computer software to achieve their professional and personal goals. This situation drives User Experience (UX) researchers and practitioners to assess the importance of UX dimensions across different products, to facilitate the design, development and evaluation of new products. To that end, this study surveyed a group of 200 end users
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Unraveling the Role of Social Media on Adolescents’ Daily Goals and Affect: The Interplay Between Basic Psychological Needs and Screen Time Interact. Comput. (IF 1.3) Pub Date : 2024-01-29 Marlies Van de Casteele, Bart Soenens, Koen Ponnet, Simon Perneel, Nele Flamant, Maarten Vansteenkiste
Despite the common belief that spending excessive time on social media apps harms adolescents' daily functioning, the impact of screen time is likely to differ depending on how well the use of social media aligns with adolescents' psychological needs for autonomy, competence, and relatedness. Grounded in self-determination theory, the aim of this study was to examine how both screen time and basic
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Usable Cybersecurity: a Contradiction in Terms? Interact. Comput. (IF 1.3) Pub Date : 2024-01-24 Steven Furnell
Encounters and interactions with cybersecurity are now regular and routine experiences for information technology users across a variety of devices, systems and services. Unfortunately, however, despite long-term recognition of the importance of usability in the technology context, the user experience of cybersecurity and privacy is by no means guaranteed to address this criterion. This paper presents
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Professors Need Not Be Just a Pretty Face: How Faculty Directories Can Decrease the Opportunity for Bias and Better Support Users by Directly Providing Semantic Information Interact. Comput. (IF 1.3) Pub Date : 2024-01-15 Frank E Ritter, Aidan C Engleka
Websites for university units provide lists of faculty (teaching staff) to support a variety of users’ tasks including creating collaborations and student choice for projects and courses. However, these lists often only provide shallow features about the faculty such as pictures and names and not the semantic attributes of expertise, interest, or accomplishments. Prospective students, faculty, parents
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Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes Interact. Comput. (IF 1.3) Pub Date : 2024-01-15 Gavin Sim, Janet C Read
This study used eye-tracking glasses to better understand how children explore low-fidelity prototypes in the context of user experience studies and to explore the potential of eye tracking in this context. The main research question that was being explored was whether the aesthetic refinement, either wireframe or high-resolution images, would affect children’s self-report and if so, or if not, what
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Exploring the Impact of Matching E-Training Material to Arabic Dyslexia Type on Learners’ Reading Performance, Satisfaction and Behaviour Interact. Comput. (IF 1.3) Pub Date : 2024-01-11 Hadeel Mohammed Al-Dawsari, Robert Hendley
Dyslexia is a reading difficulty that can be found everywhere, regardless of a person’s ethnicity or race. The manifestation of dyslexia depends on the structure and orthography of a language. There is a lack of research into Arabic dyslexia, particularly the benefits of adaptive learning in this area. The study presented in this paper aimed to understand the impact on learners’ reading performance
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‘Hey Siri, You’re Dumb!’: Investigating Blurting Instances of Voice-Based Assistants Interact. Comput. (IF 1.3) Pub Date : 2023-10-06 V Rijhwani, C Edwards
Voice-based assistants (VBAs) are transforming how we interact with technology. We rely heavily on VBAs (such as Siri, Alexa and Google Assistant) to manage our daily routines and tasks. The current study extends past research on blurting to the human–machine communication (HMC) context. An online survey (n = 185) was conducted to investigate blurting with a VBA. We analysed open-ended accounts of
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Design for Emergency: How Digital Technologies Enabled an Open Design Platform to Respond to COVID-19 Interact. Comput. (IF 1.3) Pub Date : 2023-08-22 Sara Colombo, Estefania Ciliotta, Lucia Marengo, Houjiang Liu, Piero Molino, Paolo Ciuccarelli
In the COVID-19 pandemic, digital technologies (DT) supported the design and implementation of solutions addressing new needs and living conditions. We describe Design for Emergency, a digital open design platform developed to ideate solutions for people's fast-changing needs in the pandemic, to analyze how DT can affect human-centered design processes during emergencies. We illustrate how DT: i) helped
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Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback Interact. Comput. (IF 1.3) Pub Date : 2023-07-20 Guoliang Luo, Tingsong Lu, Haibin Xia, Shicong Hu, Shihui Guo
Nowadays, virtual reality (VR) is becoming an important technique for various educational subjects. However, Chinese calligraphy, as a unique artistic form, remains under-explored in terms of learning in a VR configuration. This deficiency is largely due to the challenge to render delicate haptic feedback of pen and brush during the process of writing. To achieve the purpose of haptic rendering, existing
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Talk or Text? The Role of Communication Modalities in the Adoption of a Non-directive, Goal-Attainment Coaching Chatbot Interact. Comput. (IF 1.3) Pub Date : 2023-06-24 N H D Terblanche, G P Wallis, M Kidd
Despite the proliferation of chatbots (conversational agents) in increasingly varied contexts, user satisfaction with chatbot interactions remains a challenge. We do not yet fully understand chatbot usability and adoption factors or how to customize chatbots based on users' personality traits. One important and under researched aspect of chatbot design is users' perceptions of different communication
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Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation Interact. Comput. (IF 1.3) Pub Date : 2023-06-24 Jibin Yin, Yingtao Wang, Cheng Chen, Xiangliang Zhang
In this study, we propose a stabilization algorithm based on optimal estimation to improve the stability of the eye-controlled cursor. The main principle is that the optimal result of the cursor state at the previous moment is used to calculate the predicted value of the current cursor state (a priori estimate). Then, the actual state of the cursor given by the eye tracker is used to correct the predicted
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Designing Adaptive, Mixed-Mode HCI Research for Resilience Interact. Comput. (IF 1.3) Pub Date : 2023-06-13 Nitin Verma, Kenneth R Fleischmann, Kolina S Koltai
We describe the design of a mixed-mode study that illustrates an adaptive approach to conducting HCI research. This mixed-mode approach is resilient to circumstances created by public health crises such as the COVID-19 pandemic. We based our study around a web-based survey instrument that was used both online (N = 205) and in an HCI lab (N = 29). Both modalities offer their respective advantages and
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Adaptive E-Learning and Dyslexia: an Empirical Evaluation and Recommendations for Future Work Interact. Comput. (IF 1.3) Pub Date : 2023-06-09 Weam Gaoud Alghabban, Robert Hendley
Adaptive e-learning is becoming increasingly popular as a tool to help learners with dyslexia. It provides more customized learning experiences based on the learners’ characteristics. Each learner with dyslexia has unique characteristics for which material should ideally be suitably tailored. However, adaptation to the characteristics of learners with dyslexia—in particular, their dyslexia type and
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Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces Interact. Comput. (IF 1.3) Pub Date : 2023-05-19 Muhammad Hussain, Jaehyun Park, Hyun K Kim
Augmented reality (AR) technologies are becoming increasingly popular. However, studies regarding the usability of AR interfaces are scarce. This study aims to derive the optimal usability design of the AR interface by analyzing the performance of 12 interface conditions (2 button sizes × 3 distances × 2 interaction types). An experiment was conducted using Microsoft HoloLens, in which participants
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Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting Interact. Comput. (IF 1.3) Pub Date : 2023-05-11 Bill Rogers, Mark Apperley, Ervin Delos Reyes, Masood Masoodian
As global COVID-19 pandemic response has moved from full lockdowns and partial lockdowns in most parts of the world to a post-COVID era, an interesting new phenomenon that has emerged is the increased prevalence of hybrid meetings with a mixture of online and in-person attendees. The opportunity for remote participants to observe the responses and interactions of others in the meeting is generally
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Global Virtual Team Working during the Covid-19 Pandemic Interact. Comput. (IF 1.3) Pub Date : 2023-04-22 Phelim Barry, Bridget Kane
Virtual work introduces distinct challenges when compared to face-to-face or on-site work. Communication and collaboration are key factors in team development and in team performance. When teamwork is of a global nature, imposed because of a pandemic, then additional variables are introduced into the equation. The challenges that global virtual teams (GVTs) encounter when communicating and developing
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The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research Interact. Comput. (IF 1.3) Pub Date : 2023-04-06 Gennaro Costagliola, Mattia De Rosa, Vittorio Fuccella, Parinaz Tabari
The purpose of this paper is to assess the effects that the COVID-19 pandemic caused in the human–computer interaction (HCI) research field. Specifically, we aim to investigate how the HCI empirical research methodology changed due to the restrictions caused by COVID-19. For this reason, we analyzed all the papers published in the 2021 edition of The ACM Conference on Human Factors in Computing Systems
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The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study Interact. Comput. (IF 1.3) Pub Date : 2023-04-04 Eleanor Eytam
Simplicity achieved by minimizing the number of controls is a major guideline for designing usable products. Still, restricting the number of controls in interfaces to achieve simplicity may not be a wise strategy for communicating usability. Our model suggests that although the number of objects in designs helps determine visual simplicity, design elements influence the perceived simplicity of products
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Social Interventions to Encourage Co-Located Collaborative Learning in a Tangible User Interface Interact. Comput. (IF 1.3) Pub Date : 2023-03-13 Alessandra Reyes-Flores, Carmen Mezura-Godoy, Edgard Benítez-Guerrero
Technologies that support co-located group activity should not only provide a shared workspace, but they should also encourage collaboration. For this, it is necessary to know the structure of the group and how the members of the group work in order to achieve a common goal. In this paper, an observational study of groups of students interacting in a tangible user interface was performed. This study
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Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports Interact. Comput. (IF 1.3) Pub Date : 2023-03-11 Arturo Morales Téllez, Luis A Castro, Monica Tentori
Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed by short recovery periods, such as American football. The lack of stress regulation mechanisms can be detrimental to the individual and collective performance
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Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks Interact. Comput. (IF 1.3) Pub Date : 2023-03-11 Emílio José Montero Arruda Filho, Igor de Jesus Lobato Pompeu Gammarano, Edmilson Marcelo Corrêa Duarte
This study analyzes how users perceive the risks associated with privacy loss on social networks and behave in response to these perceived risks. Specifically, it studies how privacy literacy influences privacy-related risk perceptions concerning the usage of personal information on social networks, and the relationship between the user's privacy concerns and their sharing behavior on social media
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Investigating Technology Concepts to Support Rohingya Refugees in Malaysia Interact. Comput. (IF 1.3) Pub Date : 2023-03-10 Theodoros Georgiou, Lynne Baillie, Gina Netto, Sean Paterson
The Rohingya ethnic group is one of the most persecuted minorities, whose specific circumstances pose unique and interesting challenges. The digital revolution is transforming the world and is leaving refugees behind (UNHCR). In this paper, we present a multiphase user centred approach we used to explore how Rohingya refugees could access assistance by utilizing technology they already have or share;
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Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living Interact. Comput. (IF 1.3) Pub Date : 2023-03-10 Marcela A Espinosa, Lizbeth Escobedo
Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we
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Humanizing Chatbots for Political Campaigns: How Do Voters Respond to Feasibility and Desirability Appeals from Political Chatbots? Interact. Comput. (IF 1.3) Pub Date : 2023-03-08 Yunju Kim, Heejun Lee
Informed by the construal level theory (CLT) and accounting for anthropomorphism, we investigated the effectiveness of political chatbots in influencing voting intentions. This study employed a three-way analysis of variance test with a 2 (anthropomorphism: anthropomorphism vs. non-anthropomorphism) × 2 (message type: feasibility vs. desirability appeal) × 2 (political ideology: conservatives vs. liberals)
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Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics Interact. Comput. (IF 1.3) Pub Date : 2023-03-08 Sami Koivunen, Otto Sahlgren, Saara Ala-Luopa, Thomas Olsson
The practices of organizational talent acquisition are rapidly transforming as a result of the proliferation of information systems that support decision-making, ranging from applicant tracking systems to recruitment chatbots. As part of human resource management (HRM), talent acquisition covers recruitment and team-assembly activities and is allegedly in dire need for digital aid. We analyze the pitfalls
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Using an Immersive Video Environment to Assess Pedestrians’ Compliance With COVID Distance Keeping Interventions Interact. Comput. (IF 1.3) Pub Date : 2023-03-07 Jan Stenkamp, Benjamin Karic, Paula Scharf, Judith A Verstegen, Christian Kray
Physical distancing is a key measure to slow the spread of many highly infectious diseases, e.g. COVID-19. Streetscape interventions such as pedestrian signage can contribute to ensuring distances are kept, but it is unclear to what extent people comply with these in practice. This paper tackles this question using an immersive video environment to realistically simulate real-life streetscapes in the
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Evaluating Visual Analytics for Relevant Information Retrieval in Document Collections Interact. Comput. (IF 1.3) Pub Date : 2023-03-07 Sherlon Almeida da Silva, Evangelos E Milios, Maria Cristina F de Oliveira
Retrieving information from document collections is necessary in many contexts, e.g. researchers search for papers on a topic, physicians search for records of patients with a certain condition and police investigators seek relationships between different criminal reports. Finding relevant textual content in a corpus can be challenging in scenarios where the users expect a retrieval process with high
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SIM-SR—Semiotic Inspection Method Mediated by Screen Reader: Analysing the Benefits of Bringing Communicability to the Accessibility Evaluation Table Interact. Comput. (IF 1.3) Pub Date : 2023-03-07 Lucas Pedroso Carvalho, Joana Gabriela Ribeiro de Souza, Raquel Oliveira Prates, André Pimenta Freire
Accessibility--> inspection methods provide an important complement to user evaluations in the development of interactive systems. However, many inspection methods tend to focus on violations of guidelines and are limited in conveying the impact of such problems when delivering their results. Drawing from the theoretical framework of Semiotic Engineering of Human–Computer Interaction, this paper presents
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Social Media Use and COVID-19 Vaccination Intent: An Exploratory Study on the Mediating Role of Information Exposure Interact. Comput. (IF 1.3) Pub Date : 2023-03-07 Nurul M Suhaimi, Yixuan Zhang, Nutchanon Yongsatianchot, Joseph Gaggiano, Anne Okrah, Shivani Patel, Stacy Marsella, Miso Kim, Andrea G Parker, Jacqueline Griffin
We stumble upon new and repeating information daily. As information comes from many sources, social media continues to play a predominant role in disseminating information, ultimately impacting individuals’ perceptions and behaviors. A prime example of this impact was observed during the COVID-19 pandemic, in which social media use was influencing willingness to receive the COVID-19 vaccine. While
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A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships Interact. Comput. (IF 1.3) Pub Date : 2023-03-07 Marita Skjuve, Asbjørn Følstad, Petter Bae Brandtzæg
Self-disclosure in human–chatbot relationship (HCR) formation has attracted substantial interest. According to social penetration theory, self-disclosure varies in breadth and depth and is influenced by perceived rewards and costs. While previous research has addressed self-disclosure in the context of chatbots, little is known about users' qualitative understanding of such self-disclosure and how
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Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition Interact. Comput. (IF 1.3) Pub Date : 2023-03-01 Jessica Cordova-Rangel, Karina Caro
Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias
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Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing Interact. Comput. (IF 1.3) Pub Date : 2023-03-01 Sandy J. J. Gould, Anna Rudnicka, Dave Cook, Marta E. Cecchinato, Joseph W. Newbold, Anna L. Cox
Over the past few decades, a small but growing group of people have worked remotely from their homes. With the arrival of the coronavirus pandemic, millions of people found themselves joining this group overnight. In this position paper, we examine the kinds of work that ‘went remote’ in response to the pandemic, and consider the ways in which this transition was influenced by (and in turn came to
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How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being Interact. Comput. (IF 1.3) Pub Date : 2023-02-22 Mark Turner, Danna Ordonia
Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown
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Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students Interact. Comput. (IF 1.3) Pub Date : 2023-02-22 Luciana A M Zaina, Suéllen R Martinelli
The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies
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Quantifying the Cost of Web Accessibility Barriers for Blind Users Interact. Comput. (IF 1.3) Pub Date : 2023-02-20 Meagan Griffith, Brian Wentz, Jonathan Lazar
When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that
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The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine Interact. Comput. (IF 1.3) Pub Date : 2023-02-20 Stefano Guidi, Paola Palmitesta, Margherita Bracci, Enrica Marchigiani, Oronzo Parlangeli
During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers
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Dead Users’ Profiles on Facebook: Limited Interaction Beyond Human Existence Interact. Comput. (IF 1.3) Pub Date : 2023-02-20 Daniele Trevisan, Cristiano Maciel, Vinícius Carvalho Pereira, Roberto Pereira
Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles
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Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study Interact. Comput. (IF 1.3) Pub Date : 2023-02-20 Aleksi H Syrjämäki, Mirja Ilves, Joel Kiskola, Anna Rantasila, Poika Isokoski, Thomas Olsson, Veikko Surakka
An online experiment investigated the perceived effects of a user interface (UI) intervention aiming to support online news commenters' emotion regulation. By describing the comment's tone to the user, the expected effect was activation of the implicit emotion regulation process of affect labeling (i.e. naming emotions). The perceived emotion- and behavior-related effects of the labeling intervention
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File Search: A Contrast Between Beliefs and Behavior Interact. Comput. (IF 1.3) Pub Date : 2023-02-18 Ofer Bergman, Esther Sher
This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search
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‘I Did Digital Tidying up for a More Adult Stage of Life’: Ritualistic Technology Appropriations During Life Transitions Interact. Comput. (IF 1.3) Pub Date : 2023-02-02 Sara Wolf, Frauke Mörike, Diana Löffler, Jörn Hurtienne
Life transitions, such as the transition from childhood to adulthood, are often accompanied by meaning-making actions such as rituals. Rituals increasingly involve the use of interactive technology. While previous research has focused on specific contexts or technologies, a bird’s eye view of the many appropriation styles during life transitions is missing. To identify the range of technology’s appropriations
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Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities Interact. Comput. (IF 1.3) Pub Date : 2023-01-17 Marisela Hernandez-Lara, Ana I Martinez-Garcia, Karina Caro
Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s
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Design and Evaluation of an Authoring Platform for Therapeutic Digital Games Interact. Comput. (IF 1.3) Pub Date : 2023-01-12 Kamila Rios da Hora Rodrigues, Aline Elias Cardoso Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, Rodrigo Geurgas Zavarizz, Vânia Paula de Almeida Neris, Paula Maia de Souza
Therapeutic digital games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. Although there are several therapeutic digital games available, their development highly depends on the involvement of computer science professionals. This paper’s contribution is about how RUFUS was designed as a platform to provide EUP (End-User Programming)
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Cultural Viewpoint Metaphors Resignification to Teach Programming Interact. Comput. (IF 1.3) Pub Date : 2022-12-28 Joseline Melo Corrêa, Marcelle Pereira Mota
Technologies permeate contemporary society, and the ability to use computer science concepts in problem-solving is essential to everyone. This paper presents an epistemic tool of semiotic engineering whose meaning is resignified to the context of teaching programming to initial learners. Aiming to help these students absorb programming concepts, we structured a gradual form of presentation using the
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The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic Interact. Comput. (IF 1.3) Pub Date : 2022-12-09 Jan Gulliksen, Joakim Lilliesköld, Stefan Stenbom
Before the COVID-19 coronavirus pandemic, work and education on the university campus were considered superior to equivalent activities conducted digitally or remotely. Despite being significantly digitally mature, many organizations did not consider or even permit digital or hybrid participation in meetings and education. In March 2020, the lockdown following the pandemic caused the transition of
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HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead Interact. Comput. (IF 1.3) Pub Date : 2022-11-30 Claiton Marques Correa, Gabriel Diniz Junqueira Barbosa, Simone Diniz Junqueira Barbosa, Milene Selbach Silveira
The social interaction restrictions imposed by COVID-19 required academic researchers to rethink the design of their research projects, especially those that involved human interaction. Considering this scenario, we report here the experience of conducting four studies in Human–Computer Interaction research projects that were adapted to be executed remotely: a focus group study, a communicability evaluation
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Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot Interact. Comput. (IF 1.3) Pub Date : 2022-10-15 André Luiz da Cunha Silva, Tatiane Militão de Sá, Ruan Sousa Diniz, Simone Bacellar Leal Ferreira, Sean Wolfgand Matsui Siqueira, Saulo Cabral Bourguignon
Algorithms designed to translate textual content into sign language (SL) expressed through avatars have been used to reduce accessibility barriers. Our research aimed to identify whether the VLibras tool, widely adopted on Brazilian government websites, is an effective accessibility solution for automatic translation into SL. It is an exploratory and applied qualitative research project involving a
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Participatory Data Design: Managing Data Sovereignty in IoT Solutions Interact. Comput. (IF 1.3) Pub Date : 2022-10-14 Judy Bowen, Annika Hinze
Within the software engineering community, deciding how to collect, store and use personal data has become about more than just understanding our users. This paper considers ethical data use that includes cultural considerations and data ownership rights. We discuss indigenous data sovereignty as a concept and how it potentially impacts technological solutions that gather personal data from users.
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Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control Interact. Comput. (IF 1.3) Pub Date : 2022-10-13 Stephan Huber, Johanna Gramlich, Selina Pauli, Simon Mundschenk, Eliana Haugg, Tobias Grundgeiger
Air traffic control (ATC) is a safety-critical, cooperative work domain, which faces usability challenges due to technology driven development in the past. In this work, we followed a user-centered design process to explore how novel interaction concepts increase user experience in ATC. Based on controllers’ needs we envisioned one unified interface together with three possible interaction concepts
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Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations Interact. Comput. (IF 1.3) Pub Date : 2022-10-12 Thiago Donizetti dos Santos, Vagner Figueredo de Santana
Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance
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Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education Interact. Comput. (IF 1.3) Pub Date : 2022-10-11 Julia S B Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, Deógenes Silva Junior, Roberto Pereira
Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed
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OpenDesign of Scientific Research in Pandemic Context Interact. Comput. (IF 1.3) Pub Date : 2022-10-11 Fabrício Matheus Gonçalves, M Cecília C Baranauskas
The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with
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Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia Interact. Comput. (IF 1.3) Pub Date : 2022-10-08 Cristina Ramírez-Fernández, Alberto L Morán, Victoria Meza-Kubo
The use of augmented reality (AR) environments to treat small animal phobias is an alternative to traditional in vivo exposure treatments that allow supporting the therapy through the virtual, gradual and controlled exposure of the patient to the animal to which he/she is afraid. In this paper, we compare three different AR tools used in exposure therapy for spider phobia with thirty users; namely
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Adapting Codesign Techniques for the Construction of a Learning Environment of a Written Second Language for the D/deaf Interact. Comput. (IF 1.3) Pub Date : 2022-10-08 Polianna Paim, Soraia Silva Prietch, J Alfredo Sánchez
In Brazil, many D/deaf persons use the country’s official sign language, Libras, to communicate and develop a sociocultural identity. For most Libras users, learning how to read and write in Portuguese, the country’s official written language, is a challenge. To address the problem, we present a framework for codesigning accessible technologies for and with D/deaf persons. In this paper, we describe
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Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes Interact. Comput. (IF 1.3) Pub Date : 2022-09-08 Sangu Jang, Woojin Lee, Beom Kim, William Odom, Young-Woo Park
We designed and implemented Musée to capture the novel experience of interpreting cover versions of music, which contain both familiar and unfamiliar musical components and are curated based on the user’s music-streaming history data. Musée is a tangible music player that enables users to explore and listen to professional or amateur covers of songs (via YouTube) in two categories: covers of songs