Reviewerly/exHarmony huggingface dataset:
Embodied Virtuality: A Method on the Exploration of Sound-Based Virtual Jewellery

Over the past few years, jewellery designers have gotten significantly more skilled at employing digital technology as a method of production. Virtual jewellery has steadily become more prominent across a variety of platforms, serving as a hub for fashion and a design harbinger. The paper investigates the possibility of creating a connection between virtual jewellery and physical space on the embodiment by applying existing digital technology, combining with the study on the sound-based design method of interactively virtual jewellery, and proposing the design methodology model on Data Collection, Technology Construction, Sculpture Generation, Interactive Verification, and System Imposition. The paper provides a verification and iteration process based on the three-tier evaluation value of aesthetics, interaction, and sustainability, which confirms the efficacy of the design results. The study establishes the jewellery space co-created by designers and users to investigate the feasibility of designing jewellery in a digital environment, adhering to the design methodology.
UI Design Recommendations for Multimodal XR Interfaces Using a Collaborative System

Over the past years, various design guidelines such as Nielsen’s heuristics have been proposed in order to guide researchers and developers in creating usable and consistent user interfaces (UIs) [12]. However, within the field of Extended Reality (XR), existing relevant design guidelines are still limited due to the newness of spatial technologies such as head-mounted displays (HMDs) now entering the consumer market. As applications continue to emerge that span multiple modalities and realities, guidance for researchers and developers in initial design stages is needed. This paper presents results of 1-on-1 interview sessions with UX experts in industry, using an existing collaborative multimodal system as a use case. After a brief introduction to the use case, researchers were asked questions regarding application-specific considerations, as well as broader scalability implications. Thematic analysis was conducted using interview audio transcripts to determine the most prominent themes. Results include a set of general recommendations that can be used to guide researchers in early design stages of creating multimodal user interfaces for XR applications, such as evaluation of form-factor capabilities and determination of the context of use.
Interaction and Service Design of a Virtual Health Hub for Patients with Cardiovascular Disease

Interaction and Service Design research was applied to synthesise the complex issues associated with cardiac assessment. A design demonstrator prototype was produced to rationalise how a virtual assistant might enable objective assessments clinical assessment questioning and vital signs monitoring. This led to a concept design prototype called Heart Hub, developed from a telephone triage service for patients with cardiovascular disease. Through a co-design framework and the positive design methodology, a series of user experience techniques were used including clinician contextual laddering video interview, user personas, empathy-journey mapping, user interviews and task analysis. Secondly, we will report on the various design phases from sketching, wireframes, high resolution mock-ups to prototypes. Lastly, we report on the challenges of working on design within a healthcare setting in times of public health crisis and the effects of that). This ongoing research demonstrates the application of design c to tackle wicked problems within a healthcare context.
User Clustering Visualization and Its Impact on Motion-Based Interaction Design

Movement-based interaction design relies on sensor data analysis and higher-level feature extraction to represent human movement. However, challenges to effectively using movement data include building computational tools that allow exploring feature extraction technology as design material, and the need for visual representations that help designers better understand the contents of movement. This paper presents an approach for visualizing user clustering descriptors to enhance the practitioners’ ability to use human motion in interaction design. Following a user-centered strategy, we first identified perceptions of, and barriers to, using motion-based features in a group of interaction designers. Then, a multiple-view multiple-people tracking system was implemented as a detection strategy that leverages current models for 3d pose estimation. Finally, we developed a computational prototype that performs instantaneous and short-term clustering of users in space and presents simple descriptors of the algorithm’s output visually. Our approach was validated through a qualitative study with interaction designers. Semi-structured interviews were used to evaluate design strategies with and without the assistance of the computational prototype and to investigate the impact of user clustering visualization on the design of interactive experiences. From practitioners’ opinions, we conclude that feature visualization allowed designers to identify detection capabilities that enriched the ideation process and relate multiple dimensions of group behavior that lead to novel interaction ideas.
Emotional Internet of Behaviors: A QoE-QoS Adjustment Mechanism

The Internet of Behaviors (IoB) approach supports developing socio-technical systems based on humans’ goals, characteristics, behaviors, and emotions. This paper shows how emotions and behaviors could impact the quality of software systems. We propose interactive control loops that supervise application and architecture adaptations toward enhancing the system quality of service (QoS) and human quality of experience (QoE). Under the IoB conceptual model, we first show how historical and real emotions could be the source of the design and adaptation of socio-technical systems. We further use a Reinforcement Learning (RL)-based approach as a self-adaptation supervisor of user interfaces (UIs) to users’ emotions. The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users’ QoE. If the control system detects a drop in QoS in emotion-based adaptations or other functions, another level of adaptation reconfigures the architecture towards better quality. We used the emotional IoB approach to develop a mobile application as a recommender system in emergency evacuation training. The app takes users’ facial emotions and positions as input and adapts its UI to impact users’ target emotions and task completion. In addition to UI adaptation, the system supports architecture adaptations to decrease response time if required. The evaluation process confirms the efficiency of the RL in iterations, as well as compared to other possible UI adaptation techniques. The results also show that architecture adaptations positively impact the system performance and users’ emotions and performance.
Arrow2edit: A Technique for Editing Text on Smartphones

We present Arrow2edit, a technique for efficient text editing on smartphones, based on the use of arrow soft buttons. Arrow2edit, after the user touches the text to place the cursor, displays keys with directional arrows that allow the user to move the cursor. The technique also allows selection/cut/copy/paste/undo operations using additional dedicated buttons. The technique was compared, in a first experiment, to the standard Android technique. The results show that the Arrow2edit is in general more efficient than the standard Android technique, especially when the font size is small, with a 24% advantage on the overall time required. In a second experiment, Arrow2edit was compared to two different input methods: a soft keyboard with arrow keys and keys for select/cut/copy/paste operations, and a popular soft keyboard-based method that allows the cursor to be moved after a long press on the space bar. Also in this case the experimental results show that Arrow2edit is advantageous in terms of efficiency, but not in user preference.
Usability of Cloud Computing in Educational Communities of Practice: A Case Study of for Youth for Life Tool (FYFL)

This research paper reports the experimental process and empirical usability information of a collaborative tool or system that addresses issues related to managing community of practice groups. The initial part of research considers security, technophobia and limited computer skills as main factors limiting collaboration among members of a community of practice. This research strives to provide and validate a secure, extensible and flexible computer supportive collaborative work (CSCW) tool that is easy to use and learn. The research proposes a computational framework that can manage and limit fictitious memberships within groups. The empirical usability study among potential users, validates that users can access information and collaborate effectively through a cloud tool, For Youth For Life (FYFL. The expert responses also validate the cloud tool as well. Our major contribution is the proposed group management model, universal quadrant model (UQM) aimed at mitigating insider threat within virtual groups and is validated through a simulation. The model is implemented based on a Tree structure with a theoretical run time of O(nlog4n) with a high theoretical significant performance compared to the base case of O(n). The adoption and success of the cloud tool and its value as a secure and ease to use, was heavily supported on its usability acceptance test by likely users in line with computer supportive collaborative work theory and human computer interaction research. The final usability acceptance test and the effective user evaluation acceptance tests results indicate that the cloud tool is easy to use and learn.
A Framework to Incentivize the Use of Augmented Reality in Daily Lives of Older Adults

Based on guidelines extracted from research and experiences with older adults, four individual applications incorporating Augmented Reality (AR) to improve Activities of Daily Living are presented. For the first use case, a combination of AR and Machine Learning is proposed to create a pill detector to support taking medication on their own. Thereby the neural network classifies the pills, while AR is used to precisely mark in 3D the correct pill to take. When difficulties in the accuracy of the detection arise, a video call streaming the camera feed can be initiated with a caregiver, who then can remotely mark the correct pill. Additionally, the app supports the user when shopping by providing advice when dealing with personal nutritional restrictions with an AR overlay on products. Secondly, a location-based AR game GramoGO is proposed which combines collecting music records with fitness by exploring the neighborhood. Cognitive health is trained by subsequently assembling the music pieces by listening to them on an AR music player. To support frail older adults when walking stairs at home, the app stAiRs for a glasses-like AR HMD has been developed. It utilizes fiducial markers placed on the shoes and pressure sensors inside of them to indicate the correct angle to walk up and down stairs. Additionally, the stairs have been modified with sensors that detect on which stair the person is walking on and LEDs are being lit to safeguard against overstepping. Lastly, an AR companion supporting navigation at unfamiliar places avoiding the need to match a virtual map with the real world has been developed. Through map APIs, it is possible to extract dangerous routes and the companion can also function as a personal trainer for healthy activities. Small-scale pilot studies have been performed for some of the features of the individual applications. One core finding is, that integrating AR into the daily routine of older adults will need daily active training, incentivized through a Serious Game concept. For that reason, we propose a framework for the use of AR with the target group in mind.
“Is This Real?”: Assessing the Usability and Accessibility of Augmented Reality with People with Intellectual Disabilities

This paper assesses the perception of Augmented Reality (AR) by People with Intellectual Disabilities (IDs) when using assistive technologies in preparation for a museum visit. We designed and developed an application to test how AR can provide support and is perceived in this context. We organized a user study with 20 participants with IDs, all members of the same association. Three research visits, including focus groups, enabled us to assess the memorability of the contents before introducing AR technology and collect information about users’ habits and preferences. Later, we assessed users’ perception of AR individually during a test session and conducted a task-oriented hands-on session. Finally, we went to the museum with our users and gathered information about their preferences and choices when using AR in situ, constantly analyzing verbal and non-verbal feedback. We describe all our findings and discuss their implications in terms of guidelines for future design.
Users’ Sophisticated Information Search Behaviour

Smartphone use has become a part of many people's everyday life. Over the past years, the number of smartphone users has increased significantly. Understanding how and why users select apps to install is essential for app developers, designers and store owners. Using a multi-method design, we combined an observational lab study with qualitative and think-aloud protocol to explore the users' scrolling behaviour when choosing which apps to install. This work argues, showcases and explains that users' behaviour is dynamic and constantly changing throughout the app search process. Our findings indicate that users adjust and adapt to accommodate the implications of the acquired knowledge gained from the environment.
The Evaluation Model of Pilot Visual Search with Onboard Context-Sensitive Information System

This study is based on the attention allocation to investigate the evaluation model of pilot's visual search performance. Based on the SEEV model of attention allocation, the evaluation model of pilot's visual search performance was determined by three factors: expectancy, value and effort. The eye movement indicators such as fixation duration and numbers of fixation were selected to represent the influencing factors in the model, and the expert scoring method was used to determine the weight coefficient of each factor. Then, the comparative experiment was designed with the level of information systems (context-sensitive information system and electronic flight manuals) as the independent variable and visual search performance as the dependent variable. The eye-tracking data of 20 airline pilots were recorded in the simulator under each experimental scenario. Finally, the data was substituted into the model to verify its effectiveness and feasibility. The results showed that the pilot visual search performance evaluation model can effectively reflect the level of pilot's visual search performance, and the level of pilot visual search performance in critical areas is effectively improved by using context-sensitive information system when handling malfunctions. The model can provide the theoretical reference for the training of standard operating procedures and the optimization of the context-sensitive information system.
Modeling Users’ Localized Preferences for More Effective News Recommendation

During the past two decades, Local newspapers have been experiencing major declines in readership due to the proliferation of national and global online news sources. Local media companies, whose predominant business model is subscription-based, need to increase user engagement to provide added value for local subscribers. Personalization and recommender systems are one way for these news companies to accomplish this goal. However, using standard modeling approaches that focus on users’ global preferences is not appropriate in this context because the local preferences of users exhibit some specific characteristics which do not necessarily match their long-term or broader preferences in the news. Our research explores a localized session-based recommendation approach, using recommendations based on local news articles and articles pertaining to the different local news categories. Experiments performed on a news dataset from a local newspaper show that these local models, particularly related to certain categories of items, do indeed provide more accuracy and effectiveness for personalization which, in turn, may lead to more user engagement with local news content.
Usability Studies in Times of Pandemic: Different Solutions for the Remote Usability Tests of Research Digital Tools

In this paper, we present the usability evaluation of three digital tools of the Leibniz Institute for Educational Media $$\vert $$ Georg Eckert Institute, namely Curricula Workstation, GEI-Digital and International TextbookCat, compared with a Meta Search Engine (MSE) search.gei.de which shall replace the use of the individual tools. Due to the lockdown measures enforced by the German government at the end of 2021, we developed different solutions to adapt our usability test plans to remote settings. First, the MSE was compared with Curricula Workstation using recordings performed via Zoom. Second, we compared the MSE with GEI-Digital by leveraging mouse tracking data using a combination of Zoom with OBS Studio for recording the screen. Third, a comparison was made between International TextBookCat and the MSE with data collected via CamStudio. The experimental results showed that the individual tools are perceived as better than MSE mainly in terms of intuitive design and ease of learning, while MSE is more satisfying for users.
Human Performance Data Lifecycle Management as a Foundation for Adaptive Training

Despite much progress in adaptive training, the data driving adaptations are largely local and temporary. Significant enhancements to adaptive training are achievable given a more comprehensive picture of the competencies being trained and current and correct learner profiles. In this paper we present an approach to creating a human performance data layer that offers a foundation to enhance adaptive training. We describe multiple recent projects for the U.S. Navy that are converging on tools to support a lifecycle management approach for human performance data. By creating a digital thread of competencies and applying techniques that map performance data to corresponding competencies, these tools can provide a rich array of analytics to training managers, workforce planners, and line supervisors.
Using Malaysian Qualifications Agency (MQA) Standards as a “Wake-Up Call” to Information Resource Assessment: An early view

The purpose of collection assessment is to determine the strengths and weaknesses of library collection. This article is to uncover the extent of academic library collection in supporting the needs of academic programmes. This study chose Malaysian Qualifications Agency’s Standards as an assessment guideline. The research approach is a mixed-method and exploratory approach. The main finding revealed that the information resources seemed to be imbalanced in its capacity and was less incorporating with the MQA guidelines for collection timeliness. The finding is valuable to the library administrators as a “wake-up call” to further improve their collection development process.
Amplifying Collective Resilience in Breakwall

Breakwall is a public venue and responsive site for learning and unlearning in community. The work's interactive design amplifies collective action and individual agency through a shared exploration of natural materials, resonance, and embodiment inspired by the Earth's hydrosphere. It takes its name from the piles of rubble, wood, or caisson offering a first line of defense against shoreline erosion in coastal areas. Those breakwater forms, and especially their distributed structures, provide a biomimetic model for its interactive design. Performers and participants explore the sonorous properties of sand, wood, and paper while specialized piezo sensors and custom software process and broadcast an assemblage of sonic textures. The soundscape features repetition and contrapuntal patterns driving the non-linear experience. This case study outlines key design choices and conceptual undercurrents. It provides insight into the work's ensemble devising methods and influences from social justice movement work. Participants find resilience in patience, fortitude, and shared memory; they find each other in the whispers between the noise.
Mediating Place as Staging Time in “Setting”: Sonic Interactive Mobile Technology as an Art Performance

“Setting” is a series of technology-driven outdoor performances, exhibited as a video triptych with sound in which a local Pittsburgh realization is juxtaposed with the larger archival history of the piece that has been realized in nearly 30 other places to date. The piece comprises a concept, a mobile phone app in the form of an interactive, sound-making website, and a group of performers who carry the mobile phones through an outdoor site, thereby activating both the found site and the community of conference participants. Site-specific field recordings of the local site feed the app and are algorithmically processed and transformed into a rhythmicized techno-sonic collage that is then emitted as an emergent sonic texture on the local site by the system of an asynchronous “distributed loudspeaker” made up of the performers’ mobile phones. The performers are subjected to the algorithmic decisions that the app communicates to them, yet they also have some agency in how they interact both with the app and the site. “Setting,” as a series, mediates the environmental sound of a large number of found sites, sonically “amplifies” these sites by a designed system that generates heavy rhythm out of a usually more sustained environmental soundscape. The system is based on distributed sound emission and distributed agency controlling a moving loudspeaker system; it emphasizes how technology changes our perception of a simple everyday experience – such as walking on an outdoor site – when we listen through that technology. The triptych in the exhibition renders visible the number of times and places that “Setting” has existed as a site-specific performance, thereby emphasizing how a larger long-term conceptual idea is “conjugated” in hyper-local activations that highlight both the primary concept of sonic mediation as well as their idiosyncratic deviations from it.
The Politics of Imaginaries: Probing Humanistic Inquiry in HCI

Over the past few decades, human-computer interaction (HCI) and interaction design (IxD) scholars have embraced humanistic traditions to cultivate new modes of inquiry: widening examinations of technology’s social constitution, from affective computing [10], aesthetic interaction [4], and experience design [23] to critical race theory [28], post-colonial computing [19], and “the more-than-human turn” [27]. Today, with mounting political and environmental crises, scholars increasingly turn to humanistic inquiry to emphasize the necessity of both critical and imaginative encounters. This work often involves recognizing and reworking systemic inequities baked into the practices, policies, and governance structures associated with computing worlds. The goal of this one-day workshop is to bring together scholars, practitioners, and makers working across HCI and the humanities to develop a concern for the politics of imaginaries. We explore technopolitical imaginaries as the creative connections drawn between past, present, and future possibilities that shape computing development. Across discussions and hands-on activities, we seek to lay the foundation for a broader conversation on the stakes of a humanistic imagination and how HCI might learn from its optimisms without shying away from the necessity of its pessimisms.