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Stay at KU Leuven

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Presentation of my research stay at HCI group in KU Leuven in the gradient forum.

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Stay at KU Leuven

  1. 1. Research stay at Israel Gutiérrez
  2. 2. Leuven
  3. 3. KU Leuven
  4. 4. HCI - ariadne group
  5. 5. Plan for the stay• Work on classON improvements • Visualizations (e.g. replay) • Gamification • Experiment http://gootyfer.com/aachen-impress/
  6. 6. 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)
  7. 7. 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
  8. 8. Related to thework of Judy Kay http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
  9. 9. 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
  10. 10. 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.
  11. 11. 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
  12. 12. 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
  13. 13. What we planned• Ambient displays• TiNYARM dataset• Awareness, reflection, sense-making, behavior change model• Develop a prototype + experiment
  14. 14. Ideas for the display• SNA for paper suggestion• Activity and deadlines in a timeline• Most read papers timeline• Gauge relating activity + quality• Hangman... !?
  15. 15. 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
  16. 16. GambientFicationAmbient displays + Gamification + Analytics
  17. 17. Experiment• Use iPads as ambient displays • Use during working hours • Use a holder as a photo frame• 10 last days of the stay• Ariadne members
  18. 18. Evaluation• Pre and post test• Awareness in the short/medium/long term• Appeal (usability + aesthetics)• Distraction• User perception• Awareness/reflection/sense-making/ behavior change
  19. 19. What’s next?• Finish evaluation• Analyse data to confirm hypothesis• Skype/Hangout? with KUL members to present the results of the stay• Other experiment at UC3M?• Apply results to the TEL context
  20. 20. Interactive Visualization:paper recommendations
  21. 21. Application to TEL• Ambient displays• Games • Hangman • Risk• Visualizations
  22. 22. Application to gradient• HCI methodology• Short effective meetings :)• Free coffee :))• Ping pong :)))
  23. 23. Thanks for your participation

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