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Abstract: Sultan A. Alharthi, George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, Z O. Toups
In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. PubDate: Wed, 11 Aug 2021 00:00:00 GMT
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Abstract: Anam Ahmad Khan, Joshua Newn, Ryan M. Kelly, Namrata Srivastava, James Bailey, Eduardo Velloso
Annotation is an effective reading strategy people often undertake while interacting with digital text. It involves highlighting pieces of text and making notes about them. Annotating while reading in a desktop environment is considered trivial but, in a mobile setting where people read while hand-holding devices, the task of highlighting and typing notes on a mobile display is challenging. In this article, we introduce GAVIN, a gaze-assisted voice note-taking application, which enables readers to seamlessly take voice notes on digital documents by implicitly anchoring them to text passages. We first conducted a contextual enquiry focusing on participants’ note-taking practices on digital documents. PubDate: Wed, 11 Aug 2021 00:00:00 GMT
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Abstract: Nicola J. Bidwell
Shared use of small-scale natural commons is vital to the livelihoods of billions of rural inhabitants, particularly women, and advocates propose that local telecommunications systems that are oriented by the commons can close rural connectivity gaps. This article extends insights about women's exclusion from such Community Networks (CNs) by considering ‘commoning’, or practices that produce, reproduce and use the commons and create communality. I generated data in interviews and observations of rural CNs in seven countries in the Global South and in multi-sited ethnography of international advocacy for CNs. Male biases in technoculture and rural governance limit women's participation in CNs, and women adopt different approaches to performing their communal identity while using technology. PubDate: Thu, 29 Jul 2021 00:00:00 GMT
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Abstract: Marie-Monique Schaper, Narcis Pares
Research in Full-Body Interaction suggests the benefits of activities based on using embodied resources to strengthen the sensorimotor, cognitive and socio-emotional aspects of the user experience. However, scholars in this field have been often primarily concerned with the comprehension of and design for the user's mind. Little attention has been drawn on its connection to the bodily experience. The scarcity of adequate co-design methods with and for children to raise an awareness of their body during design risks of deriving interaction design decisions only from the perspective of adult designers. In this article, we present our research on novel co-design techniques to elicit children's embodied awareness. PubDate: Fri, 23 Jul 2021 00:00:00 GMT
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Abstract: Katie Salen Tekinbaş, Krithika Jagannath, Ulrik Lyngs, Petr Slovák
Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-methods research, we report findings from a 2-year, in-the-wild study of 8–13 year olds on a custom multiplayer Minecraft server. The two-part study focuses on the design of youth-centered models of community governance drawn from evidence-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping player behavior while also supporting youth interest in Minecraft-like online environments. PubDate: Fri, 23 Jul 2021 00:00:00 GMT
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Abstract: Anders Bruun, Effie Lai-Chong Law, Thomas Dyhre Nielsen, Matthias Heintz
Cued Recall Debriefing (CRD) is a form of retrospective think aloud approach. It involves re-immersing users to a level where emotional responses are comparable to those experienced during actual interaction with a system. To validate whether the robustness of CRD would vary with the time gap between the actual and recalled event and with the affective state preceding the recall, two empirical studies with altogether 100 participants were conducted. Specifically, participants’ emotions were measured in terms of galvanic skin response (GSR), heart rate (HR), and self-assessment manikin (SAM) rating when they were interacting with an email client seeded with usability problems. PubDate: Fri, 23 Jul 2021 00:00:00 GMT
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Abstract: Oliver Beren Kaul, Michael Rohs, Marc Mogalle, Benjamin Simon
Tactile patterns are a means to convey navigation instructions to pedestrians and are especially helpful for people with visual impairments. This article presents a concept to provide precise micro-navigation instructions through a tactile around-the-head display. Our system presents four tactile patterns for fundamental navigation instructions in conjunction with continuous directional guidance. We followed an iterative, user-centric approach to design the patterns for the fundamental navigation instructions, combined them with a continuous directional guidance stimulus, and tested our system with 13 sighted (blindfolded) and 2 blind participants in an obstacle course, including stairs. We optimized the patterns and validated the final prototype with another five blind participants in a follow-up study. PubDate: Fri, 23 Jul 2021 00:00:00 GMT
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Abstract: Michael Coblenz, Gauri Kambhatla, Paulette Koronkevich, Jenna L. Wise, Celeste Barnaby, Joshua Sunshine, Jonathan Aldrich, Brad A. Myers
Programming language design requires making many usability-related design decisions. However, existing HCI methods can be impractical to apply to programming languages: languages have high iteration costs, programmers require significant learning time, and user performance has high variance. To address these problems, we adapted both formative and summative HCI methods to make them more suitable for programming language design. We integrated these methods into a new process, PLIERS, for designing programming languages in a user-centered way. We assessed PLIERS by using it to design two new programming languages. Glacier extends Java to enable programmers to express immutability properties effectively and easily. Obsidian is a language for blockchains that includes verification of critical safety properties. PubDate: Fri, 23 Jul 2021 00:00:00 GMT
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Abstract: Su Makoto Norman, Hardy Jean, Vigil-Hayes Morgan, Veinot Tiffany, Comber Rob
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Abstract: Marisa Elena Duarte, Morgan Vigil-Hayes, Ellen Zegura, Elizabeth Belding, Ivone Masara, Jennifer Case Nevarez
Researching and designing Internet infrastructure solutions in rural and tribal contexts requires reciprocal relationships between researchers and community partners. Methodologies must be meaningful amid local social textures of life. Achieving transdisciplinarity while relating research impacts to partner communities takes care work, particularly where technical capacity is scarce. The Full Circle Framework is an action research full stack development methodology that foregrounds reciprocity among researchers, communities, and sovereign Native nations as the axis for research purpose and progress. PubDate: Sat, 03 Jul 2021 00:00:00 GMT
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Abstract: Zoe Kahn, Jenna Burrell
This article draws on ethnographic research in three rural places in the Western United States to understand how rural workers incorporate the Internet into their work practices. We find two key, divergent types of work in rural areas that leverage the Internet: (1) telework and (2) work to market and sell goods and services online. We consider why these two forms of Internet-enabled work are pursued by different segments of the rural population, attending to the socio-demographic variation within and between these two broad categories. Some key differences include whether workers are urban transplants or rural-originating, in “white-collar” or “blue-collar” occupations, and whether they are men or women. PubDate: Sat, 03 Jul 2021 00:00:00 GMT
Please help us test our new pre-print finding feature by giving the pre-print link a rating. A 5 star rating indicates the linked pre-print has the exact same content as the published article.
Please help us test our new pre-print finding feature by giving the pre-print link a rating. A 5 star rating indicates the linked pre-print has the exact same content as the published article.
Please help us test our new pre-print finding feature by giving the pre-print link a rating. A 5 star rating indicates the linked pre-print has the exact same content as the published article.
Abstract: Débora De Castro Leal, Max Krüger, Vanessa Teles E. Teles, Carlos Antônio Teles E. Teles, Denise Machado Cardoso, Dave Randall, Volker Wulf
It is sometimes argued that there is hardly a place in the world in the 21st century left untouched by global capitalism [111, 112]. Even so, some places remain at the periphery, participating in this system without being fully absorbed by it. In this article, we take a detailed look at the economic life of such a “pericapitalist” [161] community in the Brazilian Amazon region. We detail how the community increasingly participates in global systems and supply chains, yet also organizes economic life around local and traditional values. We pay special attention to the role of digital technologies in the community, including mobile phones and internet. PubDate: Thu, 27 May 2021 00:00:00 GMT
Please help us test our new pre-print finding feature by giving the pre-print link a rating. A 5 star rating indicates the linked pre-print has the exact same content as the published article.
Abstract: Sarah Robinson, Nicola J. Bidwell, Roberto Cibin, Conor Linehan, Laura Maye, John Mccarthy, Nadia Pantidi, Maurizio Teli
This article contributes to research that aims to better understand and describe the rural context for rural computing. We argue that the particularities of rurality are heightened by the experience of ‘islandness’. We report on our experiences of engaging on one small island as islanders established community radio using a novel platform. Data comes from 12 semi-structured interviews with community members and ethnographic field notes assembled through eight researcher visits to the island. Transcripts and notes were analysed using thematic analysis. We discuss how rural islandness as a socio-cultural lens influenced technology appropriation and factors to support participation. We explore the elements of rural islandness that can be used as an analytic tool for rural HCI and HCI more broadly, through three main contributions of rural islandness that we believe have not yet been sufficiently explored in HCI. PubDate: Thu, 27 May 2021 00:00:00 GMT
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Abstract: Yi Wang
Rural-urban migrants (mingongs) provide crucial labor for China’s economic growth and global supply chains. Today, second generation mingongs who have spent most of their lives in cities have grown up. However, we know little about if their experiences with technologies are similar to their “urban-native” peers. This study reports on a qualitative study in a community in Beijing. We found a new type of “rurality”: second generation mingongs’ experiences with technologies differed from their urban-native peers in nearly every aspect, but exhibited similarities with their peers in rural areas. Taking nostalgia and memory as theoretical lenses, we demonstrate that such a “rurality” could be a coping mechanism for mingongs’ identity struggles. PubDate: Thu, 27 May 2021 00:00:00 GMT