Posts tagged: HCI

Intellingo: An intelligible translation environment

Translation environments offer various translation aids to support professional translators. However, translation aids typically provide only limited justification for the translation suggestions they propose. In this paper we present Intellingo, a translation environment that explores intelligibility for translation aids, to enable more sensible usage of translation suggestions. We performed a comparative study between an intelligible version and a non-intelligible version of Intellingo. The results show that although adding intelligibility does not necessarily result in significant changes to the user experience, translators can better assess translation suggestions without a negative impact on their performance. Intelligibility is preferred by translators when the additional information it conveys benefits the translation process and when this information is not part of the translator's readily available knowledge.

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The path-to-purchase is paved with digital opportunities: An inventory of shopper-oriented retail technologies

This study focuses on innovative ways to digitally instrument the servicescape in bricks-and-mortar retailing. In the present digital era, technological developments allow for augmenting the shopping experience and capturing moments-of-truth along the shopper's path-to-purchase. This article provides an encompassing inventory of retail technologies resulting from a systematic screening of three secondary data sources, over 2008–2016: (1) the academic marketing literature, (2) retailing related scientific ICT publications, and (3) business practices (e.g., publications from retail labs and R&D departments). An affinity diagram approach allows for clustering the retail technologies from an HCI perspective. Additionally, a categorization of the technologies takes place in terms of the type of shopping value that they offer, and the stage in the path-to-purchase they prevail. This in-depth analysis results in a comprehensive inventory of retail technologies that allows for verifying the suitability of these technologies for targeted in-store shopper marketing objectives (cf. the resulting online faceted-search repository at http://www.retail-tech.org). The findings indicate that the majority of the inventoried technologies provide cost savings, convenience and utilitarian value, whereas few offer hedonic or symbolic benefits. Moreover, at present the earlier stages of the path-to-purchase appear to be the most instrumented. The article concludes with a research agenda.

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StrutModeling: A low-fidelity construction kit to iteratively model, test, and adapt 3D objects

We present StrutModeling, a computationally enhanced con- struction kit that enables users without a 3D modeling back- ground to prototype 3D models by assembling struts and hub primitives in physical space. Physical 3D models are imme- diately captured in software and result in readily available models for 3D printing. Given the concrete physical format of StrutModels, modeled objects can be tested and fine tuned in the presence of existing objects and specific needs of users. StrutModeling avoids puzzling with pieces by contributing an adjustable strut and universal hub design. Struts can be adjusted in length and snap to magnetic hubs in any configu- ration. As such, arbitrarily complex models can be modeled, tested, and adjusted during the design phase. In addition, the embedded sensing capabilities allow struts to be used as mea- suring devices for lengths and angles, and tune physical mesh models according to existing physical objects.

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Capturing design decision rationale with decision cards

In the design process, designers make a wide variety of decisions that are essential to transform a design from a conceptual idea into a concrete solution. Recording and tracking design decisions, a first step to capturing the rationale of the design process, are tasks that until now are considered as cumbersome and too constraining. We used a holistic approach to design, deploy, and verify decision cards; a low threshold tool to capture, externalize, and contextualize design decisions during early stages of the design process. We evaluated the usefulness and validity of decision cards with both novice and expert designers. Our exploration results in valuable insights into how such decision cards are used, into the type of information that practitioners document as design decisions, and highlight the properties that make a recorded decision useful for supporting awareness and traceability on the design process.

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Whom-i-approach: A system that provides cues on approachability of bystanders for blind users

Body posture is one of many visual cues used by sighted persons to determine if someone would be open to initiate a conversation. These cues are inaccessible for individuals with blindness leading to difficulties when deciding whom to approach for eventual assistance. Current camera technologies, such as depth cameras, enable to automatically scan the environment to assess the approachability of nearby persons. We present Whom-I-Approach, a system that translates postures of bystanders into a measure of approachability and communicates this information using auditory and tactile cues. The system scans the environment and determines the approachability based on body posture for the persons in the vicinity of the user. Efficiency as well as perceived system usability and psychosocial attitudes are measured in a user study showing the potential to improve competence for users with blindness prior to engagement in social interactions.

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Storyboards as a lingua franca in multidisciplinary design teams

Design, and in particular user-centered design processes for interactive systems, typically involve multidisciplinary teams. The different and complemen- tary perspectives of the team members enrich the design ideas and decisions, and the involvement of all team members is needed to achieve a user interface for a system that carefully considers all aspects, ranging from user needs to technical requirements. The difficulty is getting all team members involved in the early stages of design and communicating design ideas and decisions in a way that all team members can understand them and use them in an appropriate way in later stages of the process. This chapter describes the COMuICSer storyboarding technique, which presents the scenario of use of a future system in a way that is understandable for each team member, regardless of their background. Based on an observational study in which multidisciplinary teams collaboratively created storyboards during a co-located session, we present recommendations for the facilitation of co-located collaborative storyboarding sessions for multidisciplinary teams and digital tool support for this type of group work.

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ReHappy: The house elf that serves your rehabilitation exercises

Intense and frequent motor training is essential in persons with neurological disorders as there are MS and stroke. Technology-based rehabilitation has been proven to be beneficial for specific patient groups, as it shows to be effective on muscle strength and active range of motion of the upper limbs. Personalized training in technology-supported rehabilitation setups using motivational techniques such as serious games have the potential to make repetitive training efforts more endurable. Most neurological rehabilitation approaches suffer from a strict separation between training scenarios and activities in daily living, but have difficulties to bridge the gap between exercising on a functional level and performing on the level of activities in daily living. To improve the integration of motor skill training in a daily living context we propose an approach and proof-of-concept implementation of the training device ReHappy, a tangible character that engages patient in performing additional training that complements the daily activities.

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Purpose-centric appropriation of everyday objects as game controllers

Generic multi-button controllers are the most common input devices used for video games. In contrast, dedicated game controllers and gestural interactions increase immersion and playability. Room-sized gaming has opened up possibilities to further enhance the immersive experience, and provides players with opportunities to use full-body movements as input. We present a purpose-centric approach to appropriating everyday objects as physical game controllers, for immersive room-sized gaming. Virtual manipulations supported by such physical controllers mimic real-world function and usage. Doing so opens up new possibilities for interactions that flow seamlessly from the physical into the virtual world. As a proof-of-concept, we present a 'Tower Defence' styled game, that uses four everyday household objects as game controllers, each of which serves as a weapon to defend the base of the players from enemy bots. Players can use 1) a mop (or a broom) to sweep away enemy bots directionally; 2) a fan to scatter them away; 3) a vacuum cleaner to suck them; 4) a mouse trap to destroy them. Each controller is tracked using a motion capture system. A physics engine is integrated in the game, and ensures virtual objects act as though they are manipulated by the actual physical controller, thus providing players with a highly-immersive gaming experience.

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