Getting User's Attention in Web Apps in Likable, Minimally Annoying WaysHyesoo Yoo
웹 애플리케이션에서 어떤 프레젠테이션 스타일이 효과적으로 사용자의 주의를 끄는가?
선행 연구를 기반으로 15가지 프젠 스타일을 추출한 후, 유저 스터디를 통해 user’s attention, their likability, recall of information을 알아봄으로써 효과적인 프젠 스타일을 비교해본 연구
Chatting Through Pictures? A Classification of Images Tweeted in One Week in ...Ji Song
매체로서의 트위터, 트위터 텍스트 담론 연구는 지금까지 많이 이루어져왔지만, 해당 매체에서 공유되고 있는 사진 유형에 대해서는 크게 다루지 않았습니다. 본 연구는 미국과 영국에서 작성한 트윗을 임의로 수집, 이와 함께 공유된 사진 800 장을 분석해 평소 사람들이 공유하는 meformer 와 informer 유형의 사진을 구체적으로 살펴보았습니다.
Getting User's Attention in Web Apps in Likable, Minimally Annoying WaysHyesoo Yoo
웹 애플리케이션에서 어떤 프레젠테이션 스타일이 효과적으로 사용자의 주의를 끄는가?
선행 연구를 기반으로 15가지 프젠 스타일을 추출한 후, 유저 스터디를 통해 user’s attention, their likability, recall of information을 알아봄으로써 효과적인 프젠 스타일을 비교해본 연구
Chatting Through Pictures? A Classification of Images Tweeted in One Week in ...Ji Song
매체로서의 트위터, 트위터 텍스트 담론 연구는 지금까지 많이 이루어져왔지만, 해당 매체에서 공유되고 있는 사진 유형에 대해서는 크게 다루지 않았습니다. 본 연구는 미국과 영국에서 작성한 트윗을 임의로 수집, 이와 함께 공유된 사진 800 장을 분석해 평소 사람들이 공유하는 meformer 와 informer 유형의 사진을 구체적으로 살펴보았습니다.
제 4차 산업혁명이 화두에 오르면서, 기술의 미래 이슈에 관한 연구가 한창입니다. 그렇다면, 아직 도래하지않은, 미래(未來)를 연구한다는 것은 무엇일까요? 이에 대해, 본 연구는 현재의 단서들로부터 미래를 예측하는 것에 있어서 어떠한 축이 중요하게 작용하며 / 이로부터 어떤 성격의 예측이 가능한지에 관해서 기호학(semiotics)을 기반으로 밝혀내었습니다. 명견만리(明見萬里)의 골격이 궁금하다면 살펴보시기 바랍니다.
What can you do? studying social-agent Orientation and Agent Proactive Intera...Joan Choi
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
160428 Do Users' Perceptions of Password Security Match Reality?Hyesoo Yoo
- Users have misconceptions about what makes passwords secure. They overestimate the security of adding digits and underestimate the predictability of keyboard patterns and common phrases.
- The study analyzed users' perceptions of password security by having them rate pairs of similar passwords and the security of individual passwords. It found users' views of password security did not match the actual security calculated by password strength metrics.
- The results suggest that password creation tools should provide more detailed feedback to help users better understand password security and choose stronger passwords.
Deployment of Smart Spaces in the Internet of Things: Overview of Design Chal...Minjoon Kim
The document discusses the design challenges of deploying smart spaces in the Internet of Things. It describes the smart spaces paradigm which utilizes digital devices and services to share information. It introduces the M3 concept of multi-device, multi-domain, multi-vendor spaces and the use of knowledge processors and semantic information brokers to organize shared knowledge. The key design challenges are interoperability across different devices and standards, information processing and reasoning over collected data, and ensuring security and privacy as information is shared.
Contextual Aspects of Typical Viewing Situations - Vanattenhoven, GeertsMinjoon Kim
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow, releases endorphins, and promotes changes in the brain which help enhance one's emotional well-being and mental clarity.
Matthew Kay and colleagues conducted a study to evaluate different visualizations for conveying predictive uncertainty in real-time transit apps on mobile devices. They surveyed existing transit app users to understand their goals and needs. Based on this, they designed two layouts (bus timeline and route timeline) and developed four visualization types, including density plots and novel quantile dotplots. An experiment with 221 participants found that quantile dotplots improved probabilistic estimates compared to density plots, yielding estimates with around 1.15 times lower variance. Thus, quantile dotplots provided more precise predictions while facilitating confident estimates by users.
Texting while Parenting: How Adults Use Mobile Phones While Caring for Childr...Hyesoo Yoo
The document reports on a study that examined how adults use mobile phones while caring for children at playgrounds. The study involved observations of 466 caregivers at 7 playgrounds, as well as interviews and an online survey. The results showed that caregivers spent very little time on their phones, usually less than 1 minute, and did not feel their phone use distracted them from their children. Caregivers primarily used phones to send texts and support childcare needs. The study provides insights into designing technologies that support cycles of engagement and disengagement for caregivers.
The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Si...A-juAn
This document summarizes the design, testing, and findings of an augmented climbing wall system with three interactive applications: Spark game, route creation, and Whack-a-Bat. User studies were conducted with 50, 10, and 10 climbers respectively on the applications. The studies found that the applications increased movement diversity, enabled user-generated content, and added new challenges. However, challenges remained around proximity interaction, preventing cheating, and robustness in a gym environment. The system demonstrated opportunities for augmented reality to enhance sports and arts activities.
Effects of Simultaneous and Sequential Work StructuresHyunjeong Lee
This paper compares the effectiveness of simultaneous and sequential work structures for distributed collaborative groups performing complex creative tasks. An experiment using Amazon Mechanical Turk workers writing limericks in groups of 1, 2, or 3 people found that sequential work produced higher quality outputs. Additional analysis found that territoriality, where workers avoid editing others' work, partially explains why simultaneous work was less effective even with more workers. A follow up experiment showed that assigning specific roles in simultaneous work can mitigate these process losses. The findings have implications for optimizing the use of crowdsourcing for complex collaborative tasks.
제 4차 산업혁명이 화두에 오르면서, 기술의 미래 이슈에 관한 연구가 한창입니다. 그렇다면, 아직 도래하지않은, 미래(未來)를 연구한다는 것은 무엇일까요? 이에 대해, 본 연구는 현재의 단서들로부터 미래를 예측하는 것에 있어서 어떠한 축이 중요하게 작용하며 / 이로부터 어떤 성격의 예측이 가능한지에 관해서 기호학(semiotics)을 기반으로 밝혀내었습니다. 명견만리(明見萬里)의 골격이 궁금하다면 살펴보시기 바랍니다.
What can you do? studying social-agent Orientation and Agent Proactive Intera...Joan Choi
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
160428 Do Users' Perceptions of Password Security Match Reality?Hyesoo Yoo
- Users have misconceptions about what makes passwords secure. They overestimate the security of adding digits and underestimate the predictability of keyboard patterns and common phrases.
- The study analyzed users' perceptions of password security by having them rate pairs of similar passwords and the security of individual passwords. It found users' views of password security did not match the actual security calculated by password strength metrics.
- The results suggest that password creation tools should provide more detailed feedback to help users better understand password security and choose stronger passwords.
Deployment of Smart Spaces in the Internet of Things: Overview of Design Chal...Minjoon Kim
The document discusses the design challenges of deploying smart spaces in the Internet of Things. It describes the smart spaces paradigm which utilizes digital devices and services to share information. It introduces the M3 concept of multi-device, multi-domain, multi-vendor spaces and the use of knowledge processors and semantic information brokers to organize shared knowledge. The key design challenges are interoperability across different devices and standards, information processing and reasoning over collected data, and ensuring security and privacy as information is shared.
Contextual Aspects of Typical Viewing Situations - Vanattenhoven, GeertsMinjoon Kim
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow, releases endorphins, and promotes changes in the brain which help enhance one's emotional well-being and mental clarity.
Matthew Kay and colleagues conducted a study to evaluate different visualizations for conveying predictive uncertainty in real-time transit apps on mobile devices. They surveyed existing transit app users to understand their goals and needs. Based on this, they designed two layouts (bus timeline and route timeline) and developed four visualization types, including density plots and novel quantile dotplots. An experiment with 221 participants found that quantile dotplots improved probabilistic estimates compared to density plots, yielding estimates with around 1.15 times lower variance. Thus, quantile dotplots provided more precise predictions while facilitating confident estimates by users.
Texting while Parenting: How Adults Use Mobile Phones While Caring for Childr...Hyesoo Yoo
The document reports on a study that examined how adults use mobile phones while caring for children at playgrounds. The study involved observations of 466 caregivers at 7 playgrounds, as well as interviews and an online survey. The results showed that caregivers spent very little time on their phones, usually less than 1 minute, and did not feel their phone use distracted them from their children. Caregivers primarily used phones to send texts and support childcare needs. The study provides insights into designing technologies that support cycles of engagement and disengagement for caregivers.
The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Si...A-juAn
This document summarizes the design, testing, and findings of an augmented climbing wall system with three interactive applications: Spark game, route creation, and Whack-a-Bat. User studies were conducted with 50, 10, and 10 climbers respectively on the applications. The studies found that the applications increased movement diversity, enabled user-generated content, and added new challenges. However, challenges remained around proximity interaction, preventing cheating, and robustness in a gym environment. The system demonstrated opportunities for augmented reality to enhance sports and arts activities.
Effects of Simultaneous and Sequential Work StructuresHyunjeong Lee
This paper compares the effectiveness of simultaneous and sequential work structures for distributed collaborative groups performing complex creative tasks. An experiment using Amazon Mechanical Turk workers writing limericks in groups of 1, 2, or 3 people found that sequential work produced higher quality outputs. Additional analysis found that territoriality, where workers avoid editing others' work, partially explains why simultaneous work was less effective even with more workers. A follow up experiment showed that assigning specific roles in simultaneous work can mitigate these process losses. The findings have implications for optimizing the use of crowdsourcing for complex collaborative tasks.
designDIVE eyeCan 안구마우스 교육 은교팀
영상자료를 보고싶으시면 아래 링크로 접속해주세요
http://youtu.be/4JuJ4HCzN70
기간 : 2012.07.28 ~ 2012.09.01
주최 : 한국장애인개발원, kidp한국디자인진흥원
주관 : LOVO DESIGN, 한벗재단, DOMC디자인나눔센터
후원 : 삼성전자, designBNR, theDNA, ferrum
designDIVE란?
다학제의 전문가들이 서비스디자인을 통해 수요자가 중심이 된 새로운 서비스 프로세스와 고객 접점을 디자인함으로써 사회를 변화시키는 서비스디자인 워크숍
* 자세한 설명보기 : http://cafe.naver.com/usable/1087
* eyecan이란? eyecanproject.wordpress.com
designDIVE eyeCan 안구마우스는 designDIVE의 4번째 프로젝트로서 근육병을 앓거나 장애로 손을 사용할 수 없는 사용자들의 손이 되어줄 ‘안구마우스’ 를 제작, 팀 구성은 제품 3개팀, UXUI 2개팀, 교육 2개팀, 전달서비스 팀, 패키지디자인 팀, 커뮤니케이션키트 팀으로 총 10개팀이 진행하였습니다.
"Hi! I am the Crowd Tasker" Crowdsourcing through Digital Voice Assistants 박 상아
"Hi! I am the Crowd Tasker" Crowdsourcing through Digital Voice Assistants
CHI 2020
Danula Hettiachchi, Zhanna Sarsenbayeva, Fraser Allison, Niels van Berkel, Tilman Dingler, Gabriele Marini, Vassilis Kostakos, Jorge Goncalves
라이트브레인 UX 아카데미 2기 오픈 프로젝트 주제는 '직장인들을 위한 일상생활 도우미, 스마트태그' UX 디자인입니다. 16주간의 긴 교육과정의 최종 과제 결과물을 공유합니다.
스마트태그 UX 디자인의 기본 전제조건은 아래와 같습니다.
- 2015년 하반기 출시
- 독자적인 기술은 없음 (현존하는 기술 활용)
- 일상생활에서 필요한 탁월한 서비스를 제공하는 데 주력
- 부담없이 구매할 수 있는 가격대 : 3~5만원
- 하나가 아닌 세트 구성
2조가 정리한 과제결과물 '미어캣'입니다.
이제 우리는 스마트폰과 웨어러블을 통해
매일매일의 생활을 데이터로 추적할 수 있습니다.
이 데이터를 진료실에서 활용할 수 있다면 어떨까요?
매일 먹는 약처럼, 의사가 “일주일간 매일 만 보 이상 걸으세요”라는
데이터 목표를 처방한다면 생활습관을 효과적으로 개선할 수 있지 않을까요?
환자와 의사 모두에게 새로운 경험이 될 데이터 처방을 현실화하려면,
데이터를 수집하고, 공유하고, 검토할 수 있도록 돕는 시스템이 필요합니다.
이 프로젝트는 3년 동안 데이터 처방을 위한 시스템을
사용자 중심적으로 설계/개발/평가함으로써,
궁극적으로 진료실 경험을 혁신하는 것을 목표로 진행되었습니다.
The Effect of Communication Channel and Visual Awareness Display on Coordinat...Hyesoo Yoo
This study examined how communication channel and visual awareness displays affect coordination in online collaborative tasks. 84 participants completed tasks in online role-playing game in groups of 3. Conditions varied the communication channel (audio vs text) and availability of awareness display showing others' status. Results showed audio communication improved performance on non-routine tasks by facilitating coordination. However, text was sufficient for routine tasks. While awareness display provided useful information, it did not significantly impact performance. Participants changed their communication based on display availability. The findings provide implications for designing awareness tools to support online collaboration.
1) Researchers at Newcastle University developed a speed dating concept called "Metadating" to explore how personal data gathered from devices could be applied to social settings.
2) In a workshop, single participants engaged in a genuine speed dating event where they "dated" each other based on "data profiles" consisting of structured questions and open-ended visualizations of their personal data.
3) Participants found creative ways to represent their "lived informatics" or data-driven lives in the profiles. The data profiles helped initiate conversations between couples and provided a non-analytic way to get to know each other.
- Users have misconceptions about what makes passwords secure. They overestimate the security of adding digits and underestimate patterns and common phrases.
- The study analyzed how 165 participants rated the security of 25 pairs of similar passwords to identify differences between perceived and actual security.
- Results showed participants misjudged the impact of characteristics like capitalization, digits, symbols and word choices on a password's security. Their perceptions did not match the passwords' actual strength measured by cracking times.
This study examined the psychological and social motives for using Instagram. Researchers surveyed Instagram users about how often they used the app, their activities, and attitudes. Principal component analysis identified four main motives: social interaction, escapism and peeking, archiving and peeking, and self-expression. The researchers found that motives related to social interaction and self-expression were associated with more positive attitudes toward Instagram and greater intention to continue using it. The study provides implications for marketers in using Instagram as an effective marketing communication tool.
You Tweet What You Eat: Studying Food Consumption Through Twitter 유혜수Hyesoo Yoo
- Researchers analyzed over 50 million tweets from 210,000 US Twitter users to study Americans' food consumption habits by linking mentioned foods to calorie amounts, demographics, and social networks. They found correlations between calorie levels of mentioned foods and state-level obesity rates. The study demonstrated how social media can provide insights into public health issues like diet and obesity on a large scale.
You Tweet What You Eat: Studying Food Consumption Through Twitter 유혜수
My Phone and Me: Understanding People's Receptivity to Mobile Notifications
1. My Phone and Me:
Understanding People’s
Receptivity to Mobile
Notifications
+ CHI 2016
- Abhinav Mehrotra et. al
/ 유혜수
x 2016 Fall
2. - CHI 2016
Abhinav Mehrotra | University of Birmingham
University College London
요약
노티피케이션은 유저들에게 굉장히 이로우나 부적합한 시점에 시선을 끌때가 많다.
본 연구는 모바일 방해성 (mobile interruptibility)이란 주제 아래, 반응시간 그리고 노티피케이션이 주는 방해를
인지적, 물리적 요인이 미치는 영향을 중심으로 알아보았다.
My Phone and Me:
Understanding People’s Receptivity to Mobile Notifications
3. Summary
UX Lab Meeting
배경
목표
방법
결과 substantial role of the psychological traits of the individuals on the response time &
disruption perceived from a notification
Mixed Method (automated smartphone logging + experience sampling)
Collected 10372 in-the -wild notifications, 474 questionnaire responses from 20 users
in-situ study of mobile interruptibility focusing on the effect of cognitive & physical factors on
response time & distruption perceived from a notification
the response time & perceived disruption from a notification can be influenced by
• presentation, alert type, sender-recipient relationship
• type, completion level, complexity of the tasks in which user is engaged
키워드 Mobile Sensing; Notifications; Interruptibility; Context-aware Computing
4. Author
UX Lab Meeting
Abhinav Mehrotra
PhD student
- visiting @ University College London
- Full time @ University of Birmingham
Research Interests
- Mobile Sensing, Context aware systems,
- Anticipatory Computing, Social Computing, HCI
6. 개념 정리
“receptivity”
“방해” 에 대한 사용자의 반응과 주관적인 경험 user’s reaction to an interruption and their subjective experience
determined by
1) [내용] 얼마나 사용자에게 내용이 흥미롭고, 즐거운지, 관련 있는 내용인지에 따라
2) [앱의 유형] 반응(trigger)을 요하는 애플리케이션의 유형에 따라
3) [시간 & 사회적인 압박] 시간 임계성 & 사회적 압력
7. Experiment
My phone and Me
Experience Sampling Method (ESM) 접근으로 실험
2달동안 74명의 사용자가 다운받아서 사용함
19494 노티피케이션과 611개의 설문조사를 수집함
하지만 다들 끝까지 대답을 하지 않아서 궁극적으로 10373 노티피케이션과 474 설문 조사를 수집함
8. Experiment
My phone and Me
Experience Sampling Method (ESM) 접근으로 실험
2달동안 74명의 사용자가 다운받아서 사용함
19494 노티피케이션과 611개의 설문조사를 수집함
하지만 다들 끝까지 대답을 하지 않아서 궁극적으로 10373 노티피케이션과 474 설문 조사를 수집함
9. 시간별로 핸드폰 사용량 알려줌 매시간 앱 사용량 알려줌
앱 상세도
메인 화면 핸드폰 사용 통계 앱 사용 통계 데일리 노티 통계
노티피케이션과 얼마나 interact 했는지?
11. 노티 도착 시점 노티를 본 시점
확인
무시
Time Measurements of a Notification
12. 노티 도착 시점 노티를 본 시점
확인
무시
확인 시간 결정(하는데 걸린)
시간
노티피케이션이 도착하여
유저가 보기까지 걸린 시간
유저가 노티피케이션을 보고 나서 그
에 대한 반응을 하기 까지 걸린 시간
Time Measurements of a Notification
13. Findings
Understanding Response Time - “반응 시간” 이해
Why a Notification becomes disruptive - 왜 노티피케이션이 방해스러운지…
Understanding the acceptance of notifications - “노티피케이션의 수용도” 이해
14. Findings:
반응 시간 (Response Time) - Seen & Decision Time of a notification
The Role of Alert Modality in Perceiving a Notification Alert
alert
modality
vibration sound flashing LED
41.94 % sound mode
25.54% silent mode
21.50% vibrate mode
11.03% sound + vibrate
TRIGGERED
MISSED
23.75 % sound
21.05 % sound + vibrate
15.38% vibrate
14.63 % silent
오히려 핸드폰이 무음 모드일때,
유저들이 노티를 가장 잘 알아차린다고함
15. What Factors Influence Seen Time 확인시간에 영향을 미치는 요인
The Impact of Ongoing Tasks Type on Seen Time
알람 양식, 발신자, 계속 진행중인 과업의 타입, 복잡성, 완성도를 비교
alert modality, sender and ongoing task type, complexity, completion level
6가지 카테고리: 일, 커뮤니케이션, 여행, 유지 (maintenance), 레져, 비가동 (idle)
Recipients (메세지 수령인) 가 지루해(bored) 할 상태인경우, 노티가 반갑게 느껴진다고함
유저가 아무것도 하고 있지 않은 상태 (idle)일 경우, 적극적으로 노티를 받을수 있다고함
노티를 확인한 시점에 업무 종류에 따른 영향
Findings:
반응 시간 (Response Time) - Seen & Decision Time of a notification
HIGHLOW
커뮤니케이션
(Communication)
비가동
(IDLE)
평균 45초
평균 9분 30초
16. Findings - Decision Time
What factors Influence the Decision Time
(노티를 읽었나 안읽나) 결정시간에 영향을 미치는것
Decision Time
결정 시간
the time a user takes to decide how to react to a notification
유저가 노티에 어떻게 반응 할지 경정하는게 걸리는 시간
Partner —>Immediate Family —> Extended family members —) Service providers
파트너 —> 직계 가족 —> 확대 가족원 —> 통신사
(3.315s) (4.891s) (11.93s) (8.147s)
17. Findings - Notification Presentation
The Role of Notification Presentation
노티피케이션 표현 방식의 역할
HIGH priorityLOW priority
유저가 현재 하고 있는
활동에 방해가 되지 않
는 방식
유저가 현재 하고 있는 활동에
방해가 되는
foreground 한 노티피케이션
총 7795 노티피케이션 중 2953 노티피케이션이 유저가 핸드폰에 engaged* 하고 있을 때 받음
2093 high priority notification
860 low prioirty notification
25.91 seconds 11.94 seconds
18. Findings - Why a notification becomes disruptive
Effect of different factors on perceived disruption
인지되는 방해에 대한 다양한 요소들의 영향
The Role of Ongoing Task Complexity 진행중인 업무 복잡도의 역할
The Role of Ongoing Task Completion Level 진행중인 업무 완료단계의 역할
가장 노티피케이션이 방해를 할때: 유저가 한창 업무를 열중하고 있을때
안할때: 업무를 시작하는 단계 혹은 아무것도 안할때
유저가 복잡한 업무에 열중하고 있을 경우, 받게 되는 노티피케이션이 방해가 된다고 함
심플한 업무를 하고 있을 경우, 덜 방해 된다고 함
시작 중간 끝내는중 아무것도 안할때
업무
단계
Lowest LowestHighest Highest
19. Findings - Why a notification becomes disruptive
The Role of Sender
발신자의 역할에 따른 영향
**발신자
Lowest
Disruption
Highest
Disruption
직장 동료 혹은 통신사
기계 혹은 직장 부하
확대 가족 구성원
(extended family member)
20. Findings - Understanding the Acceptance of notifications
Disruptive Notifications are likely to be dismissed 방해되는 노티피케이션은 무시되기 쉽다
Why are disruptive notifications accepted? 왜 방해되는 노티피케이션이 받아들여지기도 하는가?
왜 노티를 accept하는지 왜 노티를 dismiss 하는지
21. Findings - Understanding the acceptance of notifications
Disruptive Notifications are likely to be dismissed
방해되는 노티피케이션은 무시되기 쉽다
Why are disruptive notifications accepted?
왜 방해되는 노티피케이션이 받아들여지기도 하는가?
왜 방해되는 노티를 accept하는지
22. Implication
Deferring Notifications 노티피케이션 미루기
Improving Notification Presentation 노티피케이션 표현 개선점
노티피케이션 요약을 유저로 하여금 노티피케이션을 무시하거나 혹은 확인할지 빠르게 결정하게
돕도록 표현에 개선이 필요함
방해 관리 (interruptibility management systems)
- 유저의 복잡한 과업에 대한 몰입 정도를 예측하고 그에 따라 방해요소의 우선순위를 정함
23. ?
•프로포절 주제 | 관련 dexsis, CSCW 연구를 더 구체화 하는데 도움 될 것같음
•실험을 정교하게 설계함 --> 실제 실험을 진행 할때 참고해볼 수 있을것임
SNU UX _ Lab Meeting
+
-
•논문 쓸때, 어떻게 정교하게 실험을 설계 할지 참고 할 수 있을것
•실제 상황속에서 실행했다는것 !!!
•N/A
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