Auflistung nach Schlagwort "interaction design"
1 - 9 von 9
Treffer pro Seite
Sortieroptionen
- ZeitschriftenartikelChallenges and Opportunities in Designing Experiences for Advanced Amateur Sportsmen(i-com: Vol. 16, No. 2, 2017) Woźniak, Paweł W.While new technologies supporting the experience of sports appear every day, we still do not have a full understanding of how to design technology that augments the experience of physical exercise. As more and more users practice sports in western societies, interaction design must learn to readdress the practical, social, physical and psychological aspects of sports. In this paper, I reflect on my past studies in the nascent field of designing interactive technologies for advanced amateur sportsmen. I share the practical challenges involved in augmenting experiences of training and race day performance. I discuss issues of qualitative experience, community, motivation and temporality to highlight where current sports technologies are insufficient. In particular, I focus on the experiences of those already involved in training routines and place less emphasis on beginners or those who need to be convinced to practice sports. I then discuss reasons for the difficulties involved in developing sports technologies and propose potential solutions to those difficulties to identify ways to move interaction design for sports forward.
- ZeitschriftenartikelCombining Mobile Devices and Medical Workstations for Diagnostic Reading of Medical Images(i-com: Vol. 12, No. 1, 2013) Ritter, Felix; Al Issawi, Jumana; Harz, Markus; Benten, Simon; Schilling, Kathy J.Wir präsentieren ein neues Konzept für die Kombination mobiler multi-touch Geräte und medizinischer Workstations, um über mobile Geräte eine mit medizinischen Workstations vergleichbare Qualität für die Betrachtung medizinischer Bilddaten anzubieten. Das patientenzentrierte, workflow-orientierte Design verbindet hierbei ein mobiles Touch-Gerät mit medizinisch zugelassenen Monitoren und passt die Steuerung sowie die auf dem mobilen Gerät dargestellten Inhalte und Informationen dem Standort und den Zugangsrechten des Benutzers an. Das Konzept der Software basiert auf einem Diagnosesystem für die Befundung von Brust-MR-Daten und exploriert die Eignung von Touch-Interaktionen für das diagnostische Betrachten von MR Patientendaten. Wir diskutieren die Vorteile für Radiologen sowie mögliche Herausforderungen. Des weiteren werden die Ergebnisse einer informellen Evaluation des Prototypen sowie einer quantitative Studie zur Geschwindigkeit und Präzision einer neuen multi-touch Geste zur Vermessung von Objekten in medizinischen Bilddaten beschrieben.
- WorkshopbeitragDesign Decision Framework for AI Explanations(Mensch und Computer 2021 - Workshopband, 2021) Anuyah, Oghenemaro; Fine, William; Metoyer, RonaldExplanations can help users of Artificial Intelligent (AI) systems gain a better understanding of the reasoning behind the model’s decision, facilitate their trust in AI, and assist them in making informed decisions. Due to its numerous benefits in improving how users interact and collaborate with AI, this has stirred the AI/ML community towards developing understandable or interpretable models to a larger degree, while design researchers continue to study and research ways to present explanations of these models’ decisions in a coherent form. However, there is still the lack of intentional design effort from the HCI community around these explanation system designs. In this paper, we contribute a framework to support the design and validation of explainable AI systems; one that requires carefully thinking through design decisions at several important decision points. This framework captures key aspects of explanations ranging from target users, to the data, to the AI models in use. We also discuss how we applied our framework to design an explanation interface for trace link prediction of software artifacts.
- WorkshopbeitragDesigning Interfaces for Elastic Displays Using Workshop and Prototyping Methods(Mensch und Computer 2021 - Workshopband, 2021) Hannß, Franziska; Müller, Mathias; Kammer, DietrichAny design endeavor requires practitioners to engage in divergent thinking (cp. Double Diamond Model). Numerous creativity techniques and methods exist to support the design process and give structure in order to converge a wide variety of ideas into suitable candidates for prototyping and testing. Designing for specific, tangible interaction technologies requires a careful framing of the selected methods. Over the course of 10 years, our research group has gained experience in designing and developing applications for elastic displays. In this pictorial paper, we illustrate methods and intermediate results for a concrete application design. Due to the Covid19 pandemic, we made extensive use of the collaborative whiteboard application miro. We designed a way to visualize, explore, and evaluate clustering algorithms in the domain of machine learning using an elastic display. Finally, we present follow- up techniques for prototyping the concepts and ideas.
- WorkshopbeitragEmotions in the Age of Automated Driving - Developing Use Cases for Empathic Cars(Mensch und Computer 2019 - Workshopband, 2019) Oehl, Michael; Ihme, Klas; Bosch, Esther; Pape, Anna-Antonia; Vukelić, Mathias; Braun, MichaelImproving user experience of highly automated vehicles is key to increase their acceptance. One possibility to realize this is the design of empathic cars that are capable of assessing the emotional state of vehicle occupants and react to it accordingly by providing tailored support. At the moment, the central challenge is to derive relevant use cases as basis for the design of future empathic cars. Therefore, we propose a workshop that aims to bring together researchers and practitioners interested in affective computing, affective interfaces and automated driving as forum for the development of a roadmap towards empathic vehicles using design thinking methods. During the workshop, we will gain a common understanding of the central concepts and listen to impulse talks about current and recent projects on emotions during automated driving. Based on this, relevant use cases are generated in group work and discussed with the goal to identify potential research and knowledge gaps. Finally, a road map for research towards the realization of automated empathic cars is formulated from the results.
- KonferenzbeitragFürsorge, Gemeinsamkeiten, Pläne – Technik für Fernbeziehungen gestalten(Mensch und Computer 2015 – Proceedings, 2015) Chien, Wei-Chi; Hassenzahl, Marc; Lenz, EvaTechnikvermittelte Kommunikation kann heute so mit emotionalen Aspekten angereichert werden, dass besonders auch für Paare in Fernbeziehungen ein Gefühl von Nähe und Verbundenheit entsteht. Das Verstärken der Gewahrwerdung des Anderen im Alltag, das Schaffen von Möglichkeiten eine "Umarmung" auf die Ferne zu erleben oder das Betonen des emotionalen Ausdrucks sind typische Beispiele dafür. Allerdings scheint es für Paare in Fernbeziehungen oft mehr um das Etablieren neuer beziehungsförderlicher Praktiken zu gehen, als um die Frage, ob man bestehende Kommunikation als emotional empfindet. Auf der Basis psychologischer Literatur und im Rahmen eines autobiographischen Gestaltungsansatzes haben wir drei neue Ansätze für die Gestaltung von Technik zur Unterstützung von Fernbeziehung identifiziert – Fürsorge ermöglichen, Gemeinsamkeiten schaffen, Treffen planen –, erste Konzepte umgesetzt und kritisch erprobt.
- WorkshopbeitragA head-based vibrotactile compass for cyclists(Mensch und Computer 2021 - Workshopband, 2021) Krauß, Anna-Magdalena; Wittchen, Dennis; Kammer, Dietrich; Freitag, GeorgCycling stimulates the human mind and body in manifold ways. However, even on a leisure ride, certain waypoints or destinations must be reached. Therefore, orientation is a crucial task for every cyclist. Vibrotactile systems for cyclists do not clog up the visual and auditory senses needed to experience the immediate environment. However, our literature survey shows that previous work focuses on turn-by-turn navigation systems and does not leverage the potential of vibrotactile feedback on the head. Since the head is not in direct contact with the bike, we argue that vibrations occurring naturally are less confounding. Moreover, head movements are already crucial for wayfinding. We present an unobtrusive orientation system for cyclists with head-based vibrotactile feedback – a vibrotactile compass. In a user study, we show the feasibility of our system.
- muc: kurzbeitrag (poster)Iterative User-Centered Design for Interactive Tabletop Interfaces in Neuro-Rehabilitation(Mensch & Computer 2013: Interaktive Vielfalt, 2013) Augstein, Mirjam; Neumayr, Thomas; Schacherl-Hofer, Irene; Öhlinger, SylviaThe application of tabletop computers and their user interfaces has been explored in different fields during the past years. In the area of rehabilitation, there are only few examples, usually not coupled with an extensive evaluation of both usability and therapeutic progress. This paper introduces the fun.tast.tisch. project which aims at the development of exercises applicable in rehabilitation after acquired brain injury, following an iterative process of user-centered (interaction) design.
- WorkshopbeitragNAVIGONS - Analyzing tactons for navigation(Mensch und Computer 2020 - Workshopband, 2020) Krauß, Anna-Magdalena; Ramian, Alexander; Ballin, Philipp; Wittchen, Dennis; Freitag, GeorgVibro-tactile navigation systems use the sense of touch across numerous application contexts and motivations. The vibrotactile patterns (tactons) deployed to transmit the information are often tailored to the scenario and the respective hardware. Without an appropriate classification system, it is difficult to compare tactons with each other or to identify their potential for new use cases. Therefore, we apply the previously developed taxonomy VibTacX to a set of tactons used for navigation tasks – NAVIGONS. Following, we present and discuss the identified characteristics of the use cases. Furthermore, the application of VibTacX acts as a filter system to identify and investigate similarities and differences independent of the use cases. This procedure may be the basis for the structured development of tactons. Hence, we conclude with an outlook on future design guidelines for vibro-tactile user interfaces and the qualitative improvement of tactons.