A Usability Study of Websites for Older Travelers, HCII 2013, Las Vegas NVKate Finn
Presentation of paper for the Human Computer Interface International 2013 Conference, Las Vegas, NV. Describes an exploratory usability study of 3 websites designed for older travelers, and outlines the difficulties 9 study participants had trying to complete tasks on the websites.
A Usability Study of Websites for Older Travelers, HCII 2013, Las Vegas NVKate Finn
Presentation of paper for the Human Computer Interface International 2013 Conference, Las Vegas, NV. Describes an exploratory usability study of 3 websites designed for older travelers, and outlines the difficulties 9 study participants had trying to complete tasks on the websites.
This is the document describing scenario design process lectured by drhhtang. This is an older version of this process. A newer version please contact drhhtang@drhhtang.net or www.ditldesign.com
Reducing Study Abroad Anxiety Through Smartphone Virtual RealityChris Hastings
Students (especially those from largely ethnically homogenous
and monolingual countries such as Japan) preparing to study
abroad may experience considerable anxiety about the prospect
of an unknown foreign environment. The negative consequences
of this anxiety may take the form of overcompensation
in preparation and study, avoidance of preparation and study,
or even physical effects, such as illness. The presenters propose
that recently developed smartphone virtual reality, such
as Google Cardboard, is a practical and affordable technology
that could help train students in problem-focused coping strategies
aimed at reducing anxiety. This technology allows anyone
with a smartphone and a compatible headset, through the use of
freely available applications, to visit locations around the globe
and inhabit them immersively with the ability to look freely in
all directions. In this presentation, we will discuss a pilot study
examining anxiety-reducing VR-based activities as well as other
CALL activities, that allowed students to virtually visit their
overseas campuses, city downtown districts, and homestay
neighbourhoods. In particular, the presenters will talk about
the rationale for the study, the activities and materials used in
the study, and the data collection methods and results. Also,
how these preparatory activities might reduce student anxiety
prior to departure will also be explored. Finally, improvements
for a larger scale study will be proposed. Attendees will be able
to experience the VR activities for themselves. This presentation
may be of particular interest to teachers or administrators
who wish to use more active learning-based activities in preparing
students to study abroad.
Positive Computing: Technology for wellbeing Dorian Peters
Presented at Stanford's Center for Compassion and Altruism Research and Education - this version includes my slides on design for affiliative emotion and compassion. Presented with Rafael Calvo.
Seminar on Positive Computing (Technology for Psychological Wellbeing) at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Dorian Peters (slideshare.net/DorianPeters)
Positive Computing: Technology for Psychological Wellbeing. Includes design for empathy, and affiliative design. Presented at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Rafael Calvo (slideshare.net/RafaelACalvo)
Playing with Digital Meaning: Video Games, Narrative, CognitionCody Mejeur
Presentation for the "Cognition and Digitisation: Joint Futures in the Humanities?" workshop as part of the Cognitive Futures in the Humanities 2016 conference.
SLOTS-MEMENTO: A SYSTEM FACILITATING INTERGENERATIONAL STORY SHARING AND PRES...ijma
Family mementos document events shaping family life, telling a story within and between family members. The elderly collected some mementos for children, but never recorded stories related to those objects. In this paper, in order to understand the status quo of memento storytelling and sharing of elderly people, contextual inquiry was conducted, which further helped us to identify design opportunities and requirements. Resulting design was defined after brainstorm and user consultation,
which was Slots- Memento, a system consisting a slot machine-like device used by the elderly and a flash drive used by the young. The Slots machine-like device utilizes with the metaphor of slots machine, which integrates functions of memento photo displaying, story recording, and preservation. In the
flash disk, the young could copy memento photos to it. The system aims to facilitate memento story sharing and preservation within family members. Preliminary evaluation and user test were conducted in evaluation section, the results showed that Slots-Memento was understood and accepted
by the elderly users. Photos of mementos were easy to recall memories. It enabled the elderly people to be aware of the stories of the family mementos, as well as aroused their desire to share them with family members. Related research methodology includes contextual inquiry, brainstorming,
prototyping, scenario creation, and user test.
This is the document describing scenario design process lectured by drhhtang. This is an older version of this process. A newer version please contact drhhtang@drhhtang.net or www.ditldesign.com
Reducing Study Abroad Anxiety Through Smartphone Virtual RealityChris Hastings
Students (especially those from largely ethnically homogenous
and monolingual countries such as Japan) preparing to study
abroad may experience considerable anxiety about the prospect
of an unknown foreign environment. The negative consequences
of this anxiety may take the form of overcompensation
in preparation and study, avoidance of preparation and study,
or even physical effects, such as illness. The presenters propose
that recently developed smartphone virtual reality, such
as Google Cardboard, is a practical and affordable technology
that could help train students in problem-focused coping strategies
aimed at reducing anxiety. This technology allows anyone
with a smartphone and a compatible headset, through the use of
freely available applications, to visit locations around the globe
and inhabit them immersively with the ability to look freely in
all directions. In this presentation, we will discuss a pilot study
examining anxiety-reducing VR-based activities as well as other
CALL activities, that allowed students to virtually visit their
overseas campuses, city downtown districts, and homestay
neighbourhoods. In particular, the presenters will talk about
the rationale for the study, the activities and materials used in
the study, and the data collection methods and results. Also,
how these preparatory activities might reduce student anxiety
prior to departure will also be explored. Finally, improvements
for a larger scale study will be proposed. Attendees will be able
to experience the VR activities for themselves. This presentation
may be of particular interest to teachers or administrators
who wish to use more active learning-based activities in preparing
students to study abroad.
Positive Computing: Technology for wellbeing Dorian Peters
Presented at Stanford's Center for Compassion and Altruism Research and Education - this version includes my slides on design for affiliative emotion and compassion. Presented with Rafael Calvo.
Seminar on Positive Computing (Technology for Psychological Wellbeing) at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Dorian Peters (slideshare.net/DorianPeters)
Positive Computing: Technology for Psychological Wellbeing. Includes design for empathy, and affiliative design. Presented at Stanford's Center for Compassion and Altruism Research and Education (CCARE). Presented with Rafael Calvo (slideshare.net/RafaelACalvo)
Playing with Digital Meaning: Video Games, Narrative, CognitionCody Mejeur
Presentation for the "Cognition and Digitisation: Joint Futures in the Humanities?" workshop as part of the Cognitive Futures in the Humanities 2016 conference.
SLOTS-MEMENTO: A SYSTEM FACILITATING INTERGENERATIONAL STORY SHARING AND PRES...ijma
Family mementos document events shaping family life, telling a story within and between family members. The elderly collected some mementos for children, but never recorded stories related to those objects. In this paper, in order to understand the status quo of memento storytelling and sharing of elderly people, contextual inquiry was conducted, which further helped us to identify design opportunities and requirements. Resulting design was defined after brainstorm and user consultation,
which was Slots- Memento, a system consisting a slot machine-like device used by the elderly and a flash drive used by the young. The Slots machine-like device utilizes with the metaphor of slots machine, which integrates functions of memento photo displaying, story recording, and preservation. In the
flash disk, the young could copy memento photos to it. The system aims to facilitate memento story sharing and preservation within family members. Preliminary evaluation and user test were conducted in evaluation section, the results showed that Slots-Memento was understood and accepted
by the elderly users. Photos of mementos were easy to recall memories. It enabled the elderly people to be aware of the stories of the family mementos, as well as aroused their desire to share them with family members. Related research methodology includes contextual inquiry, brainstorming,
prototyping, scenario creation, and user test.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
1. Wenn-Chieh Tsai, PhD Candidate, Graduate Institute Of Networking And Multimedia, National Taiwan University
Advisors: Jane Yung-jen Hsu PhD, Rung-Huei Liang PhD 2014.05.20
Technology Mediated Reminiscence
Designing Interactions with Digital Mementos
8. Initial Questions
✤ How do we design a reminiscence aid with digital materials?
✤ How do we mediate reminiscence through digital artifacts?
✤ How do we extract significant mementos from personal collections?
✤ What is a preferred state of technology-mediated reminiscence?
8
9. Figure 1. An illustration of the pathways and deliverables between and among Interaction Design Researchers and
other HCI Researchers. The model emphasizes the production of artifacts as vehicles for embodying what “ought to
be” and that influence both the research and practice communities.
CHI 2007 Proceedings • Design Theory April 28-May 3, 2007 • San Jose, CA, USA
“how”
“true”
“real”
Zimmerman, J., Forlizzi, J., and Evenson, S. Research through design as a method for interaction design research in HCI. Proc. CHI 2007, 493–502.
Research for Design Research through Design
9
Our Approach
10. Expected Contributions
✤ Knowledge answering the question:
“How would you design a [reminiscence aid]?”
✤ A series of artifacts
✤ A concrete problem framing
✤ Articulation of the preferred state
✤ Documentation of the design process
Cross, N. Designerly Ways of Knowing. Springer, 2006.
10
11. Digital Memory Aids
✤ Utility-oriented Design
✤ “Memory Prosthesis”
✤ “Memory Augmentation”
Sparrow, B., Liu, J., and Wegner, D.M. Google effects on memory: cognitive consequences of having information at our fingertips. Science 333, 6043 (2011), 776–8.
11
12. Living Memory Box
Stevens, M.M. et al. Getting into the Living Memory Box: family archives & holistic design. Personal and Ubiquitous Computing 7, 3-4 (2003), 210–216.
authentic
12
13. Lifelogging
Sellen, A.J., Fogg, A., Aitken, M., Hodges, S., Rother, C., and Wood, K. Do life-logging technologies support memory for the past? Proc. CHI 2007, 81–90.
recollecting
13
14. CIRCA
Alm, N., Dye, R., Gowans, G., Campbell, J., Astell, A., and Ellis, M. A communication support system for older people with dementia. Computer 40, 5 (2007), 35–41.
objective facts
14
15. CaraClock
Uriu, D., Shiratori, N., Hashimoto, S., Ishibashi, S., and Okude, N. CaraClock. Proc. CHI EA 2009, 3205–3210.
indexical
15
16. FM Radio
Petrelli, D., Villar, N., Dib, L., and St, P. FM Radio : family interplay with sonic mementos. Proc. CHI 2010, 2371–2380.
evocative
16
17. Audiophotography
Frohlich, D. and Fennell, J. Sound, paper and memorabilia: resources for a simpler digital photography. Personal and Ubiquitous Computing 11, 2 (2006), 107–116.
reconstructive
17
18. Pensieve
Peesapati, S.T., Schwanda, V., Schultz, J., Lepage, M., Jeong, S., and Cosley, D. Pensieve: supporting everyday reminiscence. Proc. CHI 2010, 2027–2036.
dialogical
18
19. Definition
Memory Aid Reminiscence Aid
Interaction Attribute
Indexical Evocative
Interaction Attribute Monological DialogicalInteraction Attribute
Authentic Reconstructive
Output/Product Facts (Objective) Meaning (Subjective)
Human Experience Recollecting Interpreting/Reflecting
Research Approach Cognitive Psychology Ethnomethodology
19
27. 3 Framing Artifacts, 3 Lessons
✤ How to initiate a reminiscence dialog? (The Retro Jukebox)
✤ Experiential resonance for being evocative
✤ How to intervene this dialog? (The Oblivescence Board)
✤ Self-presentation for being dialogical
✤ What to expect from this dialog? (The SoundTag)
✤ Alternative perspective for being reconstructive
25
Ylirisku, S., Halttunen, V., Nuojua, J., and Juustila, A. Framing design in the third paradigm. Proc. CHI 2009, 1131–1140.
28. 26
Reminiscence
Mode
interpersonal interpersonal intrapersonal
Digital Media music photo sound
Context hospital dorm room in the wild
Participant
14 inpatients
(> 65 y/o),
1 research nurse
two 22 y/o female
close friends
10 young adults
Method
unstructured
weekly meeting
experimental
research
semi-structured
interview
Evaluation
usability testing,
user feedback
memory retention
event records,
user experience
HCI Paradigm pragmatic cognitive situated
Focus evocative dialogical reconstructive
The Retro Jukebox The Oblivescence Board The SoundTag
30. How might we evoke a reminiscence dialog
through digital media?
28
The Retro Jukebox is a conversation aid used in bedside activity for elder inpatients and their care givers. In addition
to a music playing function, three cognitive (one categorization and two memorization) games are integrated in the
interaction design to maintain inpatients’ mental fitness.
33. Findings & Reflection
✤ Empathic resonance
✤ “I’m not feeling well!” (Patient)
✤ “I feel like a saleswoman every time I step into the ward with the
device.” (Research Nurse)
✤ Situated usage in wards
✤ impromptu, appropriated
✤ Music-mediated experiential resonance
✤ embodied rapport
31
35. How might we shift responsibility from digital
to personal memory in a reminiscence dialog?
33
The Oblivescence Board is a digital memory board for people to remember more. The photos shared on it will fade
over time according to a forgetting curve as human memory. The fading photos can be revived through users’ selective
viewing behavior. Our hypothesis is that a “forgetful” and self-presentative artifact would result in more users’
cognitive participation and retention of their valuable memories.
36. Transactive Memory System
Processor 1 Processor 2
Dir 1
Memory 1
Dir 2 Dir 2
Memory 2
Dir 1
Wegner, D.M.A computer network model of human transactive memory. Social Cognition 13, 3 (1995), 319–339.
39. General Hypothesis
• If the limitation of memory of a system is
embodied in a reminiscence dialogue,
transactive memory would be formed and
encourage users to remember more
37
41. Findings
• Keeping memories on fading photos
no significant memory decay (Z=-1.890, p=.059>.05)
• Losing memories on constant photos
significant memory decay (Z=-2.271, p=.023<.05)
• Tapping more on fading photos
t=-12.248, p=.000<.01
• Viewing correlates with event richness
r=.468, p=.037<.05
39
42. Reflection
✤ Limitations in our experimental approach
✤ ownership of the system
✤ fixed dialogical pattern
✤ Require a situated approach to unfold the phenomenon and felt
experiences in one’s life
40
43. DIS 2012, IASDR 2013
The SoundTag
Soundscape Association in Everyday Life
41
44. How might we provoke self-reflection and
reinterpretation on personal memories?
42
The SoundTag, a self-associative artifact, is used to explore the design space of using sounds as tags to annotate and
associate event records. It intends to provide alternative perspectives for personal reminiscence in everyday life. We
utilize timbre as the metric to determine the similarity between soundscapes of events and implement a proof-of-
concept on smartphones.
46. Human Artifact
Event Cluster
Reminiscence Dialog
44
Brown, N.R. and Schopflocher, D. Event clusters: an organization of personal events in autobiographical memory. Psychological Science 9, 6 (1998), 470–475.
51. Findings & Reflection
✤ Encoded personal meaning in sound tags
✤ System limitation increase sensibility in situ
✤ Internalization of self-association
✤ Personal value on digital mementos
48
53. MoreThan Physical Form
50
Vallgårda, A. Giving form to computational things: developing a practice of interaction design. Personal and Ubiquitous Computing 18, 3 (2013), 577–592.
54. The Design Space
Interaction
Attribute
Evocative Dialogical Reconstructive
Intended
Outcome
Self-initiation
Responsibility-
Shifting
Reinterpretation
Human
Value
Empathy Subjectivity Reflexivity
Technological
Mediation
Experiential
Resonance
Self-presentation
Alternative
Perspective
Design
Quality
Familiarity,
Serendipity
Extemporaneity,
Negotiability
Ambiguity,
Perceived
Drawbacks
51
55. DIS 2014
The Reflexive Printer
Perceived Drawbacks in Technology-Mediated Reminiscence
52
57. 3Themes (Norms)
✤ The normality of digital photo consumption:
✤ Powerful Artifact and Feeble User
✤ Fast Consumption and Slow Rumination
✤ Simple Materiality and Monological Performance
54
69. ✤ “The photo was printed when I woke up, and a series of characters were printed:
‘UUUUUU.’ It feels like it was talking to me by saying ‘you you you you you’, I
was like, are you talking to me?” (YT)
✤ “It is not a robot, and it is for sure not a printer. Oh, yes, it should have a
‘wanting to communicate with me about something’ kind of setting.” (YJ)
66
71. ✤ “Although it is in black and white, it enables me to recall the colors and sound
from the memory. [...] It is easier for me to recall the feeling of that moment when
the photo is blurry. [...] That feeling is like, there is no word to explain or be
written, maybe, it is just different from the real photo. Maybe it is the
medium.” (YT)
68
73. ✤ “I’ll bring it with me. I was thinking that maybe when I am free I could just
conveniently take it out [of my pocket], because if I put it on the shelf, it could too
easy get blown away by the wind.” (YJ)
✤ “I could simply take it from my pocket, but then I find out that it is not in these
pants, so I have to go back and look for it” (YJ).
70
75. ✤ “I imagine it as something that is always there. It gives me a sort of expectation
and curiosity to find out which photo will be printed. And it could become
something that I can interact with when I am free, or put aside when I am
busy.” (YJ)
✤ “In the morning, I thought I heard the printing sound from the machine. I felt
excited, but I continued my sleep. When I woke up, I found no printed photos—it
was like I was dreaming” (YT)
72
76. Contributions
✤ 3 framing artifacts and 1 design example
✤ The design space of technology-mediated reminiscence
✤ 1 experiential design quality
✤ Design implications for reminiscence aids
73
79. The Design Space
Evocative Dialogical Reconstructive
Intended
Outcome
Self-initiation
Responsibility-
Shifting
Reinterpretation
Human
Value
Empathy Subjectivity Reflexivity
Technological
Mediation
Experiential
Resonance
Self-presentation
Alternative
Perspective
Design
Quality
Familiarity,
Serendipity
Extemporaneity,
Negotiability
Ambiguity,
Perceived
Drawbacks
76
80. Related Publications
77
✤ Tsai, W.-C. (2014). Technology-mediated reminiscence: designing interactions with digital mementos
(Doctoral dissertation, National Taiwan University, Taiwan).
✤ Tsai, W.-C., Wang, P.-H., Lee, H.-C., Liang, R.-H., and Hsu, J.Y. (2014, accepted). The Reflexive Printer:
toward making sense of perceived drawbacks in technology-mediated reminiscence. In proceedings of the
10th ACM Conference on Designing Interactive Systems (DIS 2014).
(Full paper oral presentation)
✤ Tsai, W.-C., Hsiao, J.C.-Y., Lee, H.-C., Huang, C.-H., Hu, J.-C., Liang, R.-H., and Hsu, J.Y. (2013). Designing
a reminiscence aid in personal soundscape. In proceedings of the 5th International Congress of International
Association of Societies of Design Research (IASDR 2013), 5150–5160.
(Full paper oral presentation)
✤ Tsai, W.-C., Lee, H.-C., Hsiao, J.C.-Y., Liang, R.-H., and Hsu, J.Y. (2013). Framing design of reminiscence
aids with transactive memory theory. In extended abstracts of the 2013 ACM Conference on Human Factors in
Computing Systems (CHI 2013), 331–336.
(Work-in-Progress extended abstract and poster presentation)
✤ Tsai, W.-C., Hsiao, C.-Y., Lee, H.-C., Huang, C.-H., and Hsu, J.Y. (2012). In search of lost sounds: designing
a reminiscence aid in everyday soundscape. In poster abstracts of the 9th ACM Conference on Designing
Interactive Systems (DIS 2012).
(Poster abstract and poster presentation)