Plan for the stay• Work on classON improvements • Visualizations (e.g. replay) • Gamiﬁcation • Experiment http://gootyfer.com/aachen-impress/
But...• Different class methodology for a experiment• Find a topic that was useful for both groups• Get feedback from other research groups • RTWH Aachen • OUNL (Herleen)
What to do?• Comparison of STEP UP! and classON data • questions vs. social • in class vs. after class• Multitouch table to visualize data for teachers• Learn HCI principles
Related to thework of Judy Kay http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
Ambient displays • Peripheral • Not the main focus of user attention • No distraction • Used for • Awareness • Behavior changeBorner et al. (2012) Beyond the channel: A literature review on ambient displays for learning. C&E
Design of persuasive ambient displays • Incentive system: peer pressure and social facilitation • Make digital representation meaningful (metaphor) • Design feedback loop • Interaction managementTatsuo Nakajima ,Vili Lehdonvirta. (2011) Designing motivation using persuasive ambient mirrors. Personal and ubiquitous computing.
Design strategies • Abstract & • Positive Reﬂective • Controllable • Unobstrusive • Trending / • Public Historical • Aesthetic • ComprehensiveSunny Consolvo , David W McDonald , James A Landay (2009). Theory-driven design strategies for technologies that support behavior change in everyday life. CHI’09
Design and Evaluation using Activity Theory • Scope: 1 activity • Criticality: not critical • Class of activity: horizon • Appeal (usability + aesthetics): high impact • Learnability: match user expectations • Awareness: info interesting to the user • Distraction: designed to be low • Effect of breakdowns: not importantTara Lynn Matthews, Tye Lawrence Rattenbury & Scott Alan Carter (2007). Deﬁning, Designing, and Evaluating Peripheral Displays: An Analysis Using Activity Theory. CHI’07
What we planned• Ambient displays• TiNYARM dataset• Awareness, reﬂection, sense-making, behavior change model• Develop a prototype + experiment
Ideas for the display• SNA for paper suggestion• Activity and deadlines in a timeline• Most read papers timeline• Gauge relating activity + quality• Hangman... !?
Gamiﬁcation• Applying game design and mechanics in non-game contexts• Metaphors for displays based using game mechanics• Engage in the use of the system• Engage in the activity