Habilyzer: Empowering Office Workers to Investigate their Working Habits using an Open-Ended Sensor Kit; ; Lallemand, Carine ![]() in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Office work presents health and wellbeing challenges, triggered by unhealthy working habits or environmental factors. While technologies for vitality in the office context gain popularity, they are often ... [more ▼] Office work presents health and wellbeing challenges, triggered by unhealthy working habits or environmental factors. While technologies for vitality in the office context gain popularity, they are often solution-focused and fall short in acknowledging personal needs. Building on approaches from personal informatics, we see value in opening up the design space of tracking and sensing technologies for office workers. We designed and deployed an open-ended sensor kit and conducted two complementary studies to investigate the value of empowering office workers to investigate their own working habits. Findings show that Habilyzer triggers curiosity about working habits, and wireless sensors contribute to inquire into those habits, possibly supported by additional tools. We contribute new insights into how an open-ended sensor kit can be designed to support self-tracking practices and underlying reflections in the underexplored context of office work. It is an alternative approach to workplace vitality, moving from solution-oriented technologies to inquiry-enabling tools. [less ▲] Detailed reference viewed: 166 (2 UL) Data-Enabled Design: Hands-on Teaching Activities to Onboard Design Students in the Use of Sensor Data as a Creative MaterialLallemand, Carine ; ; et alScientific Conference (2022, April) This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative ... [more ▼] This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative material in the design process and provide students with the technical means to quickly prototype connected data-collecting probes. Workshop 1 (Human Sensors) consists of a role-play exercise where teams of students simulate the collection of data in-situ by acting out various sensor types. In workshop 2 (Coffee Cup Challenge), students build their own data-collection artefacts using sensors. Modular, both activities can be adapted to any similar course that uses sensor technologies and data to conduct user research and extract insights to be used in the design process. We describe the activities in detail, provide generalizable materials, and reflect on their use, supported by student reflections and insights from our teaching practice. [less ▲] Detailed reference viewed: 242 (4 UL) EduCHI 2022 - 4th Annual Symposium on HCI Education; ; et al in Proceedings of the CHI 2022 Conference on Human Factors in Computing Systems (2022, April) EduCHI 2022 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human-Computer Interaction (HCI) education. Held as part of the CHI 2022 ... [more ▼] EduCHI 2022 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human-Computer Interaction (HCI) education. Held as part of the CHI 2022 conference, the two-day symposium will feature in- teractive discussions about trends, curricula, pedagogies, teaching practices, and current and future challenges facing HCI educators. In addition to providing a platform to share curriculum plans and teaching materials, EduCHI 2022 will also provide opportunities for HCI educators to learn new instructional strategies and deepen their pedagogical knowledge. [less ▲] Detailed reference viewed: 279 (7 UL) Empathy in Design Scale: Development and Initial InsightsDrouet, Luce ; Bongard, Kerstin ; Koenig, Vincent et alin Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end ... [more ▼] Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end-users. However, there is a lack of empathy measurement instruments in design. Most previous work focused on designers, overlooking the need for other stakeholders to develop empathy towards the users to break organizational silos and deliver high-quality user-centered services and products. In this contribution, we share the preliminary stages of the development of an empathy scale for service design. We build on empathy literature from psychology and design to define 18 items representing four empathy dimensions. We report on the definition of these dimensions and their underlying items, and present preliminary studies in which we reviewed the first version of the scale with experts and stakeholders. [less ▲] Detailed reference viewed: 191 (11 UL) Physical Journey Maps: Staging Users’ Experiences to Increase Stakeholders’ Empathy towards UsersLallemand, Carine ; ; Drouet, Luce ![]() in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Customer Journey Mapping is a widespread service design tool that synthesizes and communicates user research insights to stakeholders. In its common form, a journey map is a synthetic (typically non ... [more ▼] Customer Journey Mapping is a widespread service design tool that synthesizes and communicates user research insights to stakeholders. In its common form, a journey map is a synthetic (typically non-interactive) visualization of the key steps of the users’ experience with a service or product. By decomposing the elements of a journey map and staging them under the form of a physical and interactive installation, we intend to leverage the power of journey mapping to break silos and prompt employees within an organization to discover end-users journeys in a compelling and empathic way. This aims to support the user-centered maturity of the organization by developing employees’ curiosity and empathy towards users. We illustrate this approach through a case study on railway passengers’ experiences. We explore the value of richer transfers of user research insights through physical journey maps and discuss design processes and mediums enabling journey maps to come to life. [less ▲] Detailed reference viewed: 161 (9 UL) The Candy Workshop: Supporting Rich Sensory Modalities in Constructive Data PhysicalizationLallemand, Carine ; in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Constructive data physicalization (i.e. the creation of visualizations by non-experts using physical elements) is a promising research area in a context of rapid democratization of data collection and ... [more ▼] Constructive data physicalization (i.e. the creation of visualizations by non-experts using physical elements) is a promising research area in a context of rapid democratization of data collection and visualization, driven notably by the quantified-self movement. Despite a prolific body of work developed to explore physicalization as a mean to communicate data to individuals, little is known about how people transform data into physical artefacts. Current research also falls short in studying constructive physicalizations using other sensory modalities than sight or touch. Building on the principles of data edibilization, we propose to use candies as a medium to study constructive data physicalization processes, due to their ability to leverage multiple sensory channels. We conducted a preliminary study (candy workshop) to gain insights into how people make use of various sensory modalities in the construction of data physicalizations. We hope to inspire new research using candies as accessible research material. [less ▲] Detailed reference viewed: 144 (6 UL) Optimizing the Use of the Sentence Completion Survey Technique in User Research – A Case Study on the Experience of E-ReadingLallemand, Carine ; in Proceeding of the CHI 2022 Conference on Human Factors in Computing Systems (2022, April) Sentence completion, originally a semi-projective psychological technique, has been used as an effective and lightweight user research method in user experience (UX) design. More information is yet still ... [more ▼] Sentence completion, originally a semi-projective psychological technique, has been used as an effective and lightweight user research method in user experience (UX) design. More information is yet still needed to understand how different sentence stems probe users’ insights, thereby providing recommendations for effective sentence completion surveys. We used the completion method on a large-scale sample to explore (e-)readers’ experiences and needs. Depending on their reading habits, participants (N=1880) were asked to complete a set of sentences, as part of a web survey. With 14143 user ideas collected in two weeks, our results confirm that remote online sentence completion is a cost-effective data collection method able to uncover feelings, attitudes, motivations, needs, or frustrations. Variation in sentence stems affected collected data in terms of item response rate, idea quantity as well as variety and originality. Building on previous research, this paper delivers actionable insights to optimize the richness of sentence completion outputs. [less ▲] Detailed reference viewed: 115 (3 UL) Fontana: Triggering Physical Activity and Social Connectedness through an Interactive Water Installation; ; et al in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Promoting healthy and active lifestyles is an important objective for many governing agencies. The design of active urban environments can be an effective tool to encourage more active behaviors and water ... [more ▼] Promoting healthy and active lifestyles is an important objective for many governing agencies. The design of active urban environments can be an effective tool to encourage more active behaviors and water features can attract people, improving their experience of the urban space. To explore the potential of these concepts, we designed Fontana; an interactive public installation that aims to stimulate physical activity and social connectedness in the urban outdoor space, using the multidimensional attractiveness of water. We focus on the use of embedded interactive technology to promote physical activity, using water as a linking element between users. Adopting a research-through-design approach, we explored how such installations can nudge people into an active behavior while additionally strengthening social connectedness, using inclusive design principles. We report on insights gathered through this case study and findings of a preliminary user test, discussing the implications of this work for design researchers and practitioners. [less ▲] Detailed reference viewed: 117 (0 UL) Complex, but in a good way? How to represent encryption to non-experts through text and visuals – Evidence from expert co-creation and a vignette experimentDistler, Verena ; ; Lallemand, Carine et alin Computers in Human Behavior Reports (2022), 4 An ongoing discussion in the field of usable privacy and security debates whether security mechanisms should be visible to end-users during interactions with technology, or hidden away. This paper ... [more ▼] An ongoing discussion in the field of usable privacy and security debates whether security mechanisms should be visible to end-users during interactions with technology, or hidden away. This paper addresses this question using a mixed-methods approach, focusing on encryption as a mechanism for confidentiality during data transmission on a smartphone application. In study 1, we conducted a qualitative co-creation study with security and Human-Computer Interaction (HCI) experts (N = 9) to create appropriate textual and visual representations of the security mechanism encryption in data transmission. We investigated this question in two contexts: online banking and e-voting. In study 2, we put these ideas to the test by presenting these visual and textual representations to non-expert users in an online vignette experiment (N = 2180). We found a statistically significant and positive effect of the textual representation of encryption on perceived security and understanding, but not on user experience (UX). More complex text describing encryption resulted in higher perceived security and more accurate understanding. The visual representation of encryption had no statistically significant effect on perceived security, UX or understanding. Our study contributes to the larger discussion regarding visible instances of security and their impact on user perceptions. [less ▲] Detailed reference viewed: 485 (8 UL) From #MuseumAtHome to #AtHomeAtTheMuseum: Digital Museums and Dialogical Engagement beyond the COVID-19 PandemicMorse, Christopher ; Landau, Blandine ; Lallemand, Carine et alin ACM Journal of Computing and Cultural Heritage (2022), 15(2), The novel coronavirus spurred a keen interest in digital technologies for museums as both cultural professionals and the public took notice of their uses and limitations throughout the confinement period ... [more ▼] The novel coronavirus spurred a keen interest in digital technologies for museums as both cultural professionals and the public took notice of their uses and limitations throughout the confinement period. In this study, we investigated the use of digital technologies by museums during a period when in-person interaction was not possible. The aim of the study was to better understand the impact of the confinement period on the use of museum technologies in order to identify implications for future museum experience design. We compared museums across four countries – France, Japan, Luxembourg, and the United States – by conducting an international survey in three languages on the use of digital technologies during the early phase of the pandemic. Additionally, we analyzed the Facebook activity of museums in each country and conducted a series of interviews with digital museology professionals in academia and the private sector. We found that despite a flurry of online activities, especially during the early phase of the pandemic, museums confronted a number of internal and external challenges that were often incongruent with their ability to offer new forms of digital engagement. In general, digital solutions served only as a temporary substitute for the museum experience rather than as an opportunity to usher in a new digital paradigm for cultural mediation, and many cultural professionals cited a lack of digital training as a limiting factor in robust ICT implementation. We also argue that the most successful digital engagement came from those activities that promoted a sense of community or an invitation for self-expression by visitors. We conclude with a framework that describes a ‘virtuous circle of museum participation’, aiming to support public engagement with museums through the development of content that builds on the interconnectedness of on-site and online interactivity. [less ▲] Detailed reference viewed: 209 (20 UL) A Systematic Literature Review of Empirical Methods and Risk Representation in Usable Privacy and Security ResearchDistler, Verena ; ; et alin ACM Transactions on Computer-Human Interaction (2021), 28(6), 50 Usable privacy and security researchers have developed a variety of approaches to represent risk to research participants. To understand how these approaches are used and when each might be most ... [more ▼] Usable privacy and security researchers have developed a variety of approaches to represent risk to research participants. To understand how these approaches are used and when each might be most appropriate, we conducted a systematic literature review of methods used in security and privacy studies with human participants. From a sample of 633 papers published at five top conferences between 2014 and 2018 that included keywords related to both security/privacy and usability, we systematically selected and analyzed 284 full-length papers that included human subjects studies. Our analysis focused on study methods; risk representation; the use of prototypes, scenarios, and educational intervention; the use of deception to simulate risk; and types of participants. We discuss benefits and shortcomings of the methods, and identify key methodological, ethical, and research challenges when representing and assessing security and privacy risk. We also provide guidelines for the reporting of user studies in security and privacy. [less ▲] Detailed reference viewed: 147 (8 UL) Child–Computer Interaction: From a systematic review towards an integrated understanding of interaction design methods for childrenLehnert, Florence Kristin ; ; Lallemand, Carine et alin International Journal of Child - Computer Interaction (2021), 100398 Child–Computer Interaction (CCI) is a steadily growing field that focuses on children as a prominent and emergent user group. For more than twenty years, the Interaction Design for Children (IDC ... [more ▼] Child–Computer Interaction (CCI) is a steadily growing field that focuses on children as a prominent and emergent user group. For more than twenty years, the Interaction Design for Children (IDC) community has developed, extended, and advanced research and design methods for children’s involvement in designing and evaluating interactive technologies. However, as the CCI field evolves, the need arises for an integrated understanding of interaction design methods currently applied. To that end, we analyzed 272 full papers across a selection of journals and conference venues from 2005 to 2020. Our review contributes to the literature on this topic by (1) examining a holistic child population, including developmentally diverse children and children from 0 to 18 years old, (2) illustrating the interplay of children’s and adults’ roles across different methods, and (3) identifying patterns of triangulation in the methods applied while taking recent ethical debates about children’s involvement in design into account. While we found that most studies were conducted in natural settings, we observed a preference for evaluating interactive artifacts at a single point in time. Method triangulation was applied in two-thirds of the papers, with a preference for qualitative methods. Researchers used triangulation predominantly with respect to mainstream methods that were not specifically developed for child participants, such as user observation combined with semi-structured interviews or activity logging. However, the CCI field employs a wide variety of creative design methods which engage children more actively in the design process by having them take on roles such as informant and design partner. In turn, we see that more passive children’s roles, e.g., user or tester, are more often linked to an expert mindset by the adult. Adults take on a wider spectrum of roles in the design process when addressing specific developmental groups, such as children with autism spectrum disorder. We conclude with a critical discussion about the constraints involved in conducting CCI research and discuss implications that can inform future methodological advances in the field and underlying challenges. [less ▲] Detailed reference viewed: 134 (13 UL) Raya: A Tangible Sports Buddy Reminding Oneself of the Commitment to Exercise; ; et al Scientific Conference (2021, June) Detailed reference viewed: 84 (0 UL) Supporting bariatric surgery patients in their aftercare journey: a playful technological intervention “Truth-or-Dare?"; ; et al Scientific Conference (2021, June) Background The amount of people coping with obesity keeps on increasing. While the physical comorbidities are clearly visible, mental issues such as a low self-image are just as damaging. Bariatric ... [more ▼] Background The amount of people coping with obesity keeps on increasing. While the physical comorbidities are clearly visible, mental issues such as a low self-image are just as damaging. Bariatric surgery is currently the most effective treatment with long-term results [2, 3]. Its effectiveness is however often expressed in postoperative weight loss, leaving the impact on psychological health aside [3]. Methods To support bariatric patients in the aftercare pathway, we designed Truth-or-Dare. Combining a physical artefact and a mobile app, Truth-or-Dare is a playful way to track patients' mental state, using challenges to help them to establish a better self-image and a physical exercise routine. The frame attracts attention by dropping magnetic wooden blocks, indicating it is time to play! The app displays a personalized exercise or reflection challenge. By placing the block back on one side of the frame the choice is made: truth or dare? The Truth-or-Dare frame and app have been used by a former bariatric patient for two weeks. Every 6-12 hours a block fell out of the frame. We conducted two semistructured interviews, the first focused on the experience and initial thoughts about the product, the second informed by the data gathered. During the deployment, we also implemented a feedback loop to collect participants’ experiences with the challenges, allowing to understand which strategy was the most effective for a patient and to iterate on them. Findings The challenges were positively perceived by the participant and helped her to become more aware of her behavior and mindset. While she enjoyed taking her time to perform each challenge, she felt pressed and rushed by the too short interval between challenges. She often rated the challenges as unpleasant, complicated or annoying, yet motivating. If a challenge is annoying, it does not mean it is not motivating. “If I would not want challenges like that, I would ignore my problems.” We observed a pattern of switching between truth and dare challenges, mainly triggered by the physical properties of the board. Discussion Playful Truth-or-Dare challenges implemented in a physical artefact and a related app are a new intervention approach for mental wellbeing after bariatric surgery. It shows potential in raising awareness amongst patients around their behaviors and motivating them throughout their journey. As the product is placed in a shared environment, family members are encouraged to join, which has a positive influence on both the patient and partner [1]. The design of the physical product uses friction as a motivational mechanism: (a) a block on the ground calls for action. Will the patient remove it without performing a challenge or engage with the game? (b) placing the block back, one can choose Truth or Dare. Yet, the board is designed to prevent one type of challenge to be chosen too often. These moments of friction act as triggers to step outside the comfort zone. Further research is necessary to refine the challenges, or even personalize them, and to investigate the longterm effect of Truth-or-Dare on patients’ mental wellbeing and self-image. [less ▲] Detailed reference viewed: 203 (0 UL) DISCOV: Encouraging a Healthy Active Lifestyle through the Design of Interactive Environments.; ; et al Scientific Conference (2021, June) Detailed reference viewed: 93 (0 UL) User experience challenges for technology-based assessmentsLehnert, Florence Kristin ; Lallemand, Carine ; Fischbach, Antoine et alPresentation (2021, June) Detailed reference viewed: 163 (1 UL) Creative Pedagogical Activities for User Evaluation Methods CoursesLallemand, Carine ![]() Scientific Conference (2021, May) In this contribution, we present three teaching activities used during a User Evaluation Methods course (Bachelor level): a self-exploration of methods, scenario-based debates around methodological ... [more ▼] In this contribution, we present three teaching activities used during a User Evaluation Methods course (Bachelor level): a self-exploration of methods, scenario-based debates around methodological choices, and a flipped-classroom video assignment. These are hands-on activities, brief and modular, that can be used or adapted to any similar course on user evaluation methods (on-campus or remote teaching). We describe each activity and reflect on their use, supported by students’ reflections on the course and insights from our teaching practice. [less ▲] Detailed reference viewed: 128 (0 UL) Sensation: Sonifying the Urban Running Experience; ; et al in Conference on Human Factors in Computing Systems - Proceedings (2021, May) Following the need to promote physical activity as a part of a healthy lifestyle, in this study we focus on encouraging more physical activity by improving the experience, with running as an example of a ... [more ▼] Following the need to promote physical activity as a part of a healthy lifestyle, in this study we focus on encouraging more physical activity by improving the experience, with running as an example of a popular outdoor activity. Running in nature is often described as more pleasant and relaxing than running in the city, yet in urban environments it is difficult to integrate true nature in one's running route. To bridge this gap we designed Sensation, a sonified running track that provides sensations of nature using audio feedback. Sensation senses the footsteps of runners and produces synced sounds of footsteps in several nature environments to augment the urban landscape. This way, Sensation aims to enhance the environmental factors that contribute to the positive feelings people experience during a run. We report on insights gathered during our Research-through-Design process, as well as a preliminary user test of this sonified running track. © 2021 Owner/Author. [less ▲] Detailed reference viewed: 301 (1 UL) Crafting On-Skin Interfaces: An Embodied Prototyping Journey; ; et al in DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere (2021, May) This pictorial presents a design exploration of On-Skin Interfaces for recreational running. By integrating principles of interaction design, art and psychology, we explore the design of unconventional ... [more ▼] This pictorial presents a design exploration of On-Skin Interfaces for recreational running. By integrating principles of interaction design, art and psychology, we explore the design of unconventional interfaces that facilitate the intuitive understanding of biofeedback and physiological-related information. We explored how principles from agency and bodily ownership can be applied in the design of sport- related wearables. Through our embodied prototyping journey, we gained insights on the implications of using the skin as an interactive design material. We focused on diverse materiality explorations to uncover and highlight the possibilities and challenges of materializing both functional and appealing On-Skin Interfaces. We synthesize and refl on our theoretical and practical explorations and deliver actionable insights for this growing fi of bodily and unconventional interfaces. © 2021 Owner/Author. [less ▲] Detailed reference viewed: 172 (0 UL)![]() Office Agents: Personal Office Vitality Sensors with Intent; ; et al Scientific Conference (2021, May) In smart office buildings, almost every aspect of the environment can be assessed and adjusted by sensors. Yet employees rarely have access to the data collected to act upon it. It is also unclear what ... [more ▼] In smart office buildings, almost every aspect of the environment can be assessed and adjusted by sensors. Yet employees rarely have access to the data collected to act upon it. It is also unclear what they would find meaningful to follow the recommendations on healthy work conditions and behavior, while productivity is the priority. The Office Agents are a set of artefacts placed on the employee’s desk, which capture data about the office environment. Air quality, sound level, light exposure, productivity, and physical activity level are measured to provide office workers with feedback on the ‘best’ working conditions. Using speculative design and Objects with Intent, the employee engages in a negotiation with the Office Agents based on the office ecosystem. Through this project and interactivity session, we open a debate on the use of sensors in office environments and the stakes around office vitality from the viewpoint of the employees. [less ▲] Detailed reference viewed: 209 (1 UL) |
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