論文アブストラクト： Despite years of HCI research on digital technology in museums, it is still unclear how different interactions impact on visitors'. A comparative evaluation of smart replicas, phone app and smart cards looked at the personal preferences, behavioural change, and the appeal of mobiles in museums. 76 participants used all three interaction modes and gave their opinions in a questionnaire; participants interaction was also observed. The results show the phone is the most disliked interaction mode while tangible interaction (smart card and replica combined) is the most liked. Preference for the phone favour mobility to the detriment of engagement with the exhibition. Different behaviours when interacting with the phone or the tangibles where observed. The personal visiting style appeared to be only marginally affected by the device. Visitors also expect museums to provide the phones against the current trend of developing apps in a "bring your own device" approach.
論文アブストラクト： Visual representations are being used in typical sales meetings of the machine industry to exchange information and support social interactions. In these meetings, sales representatives design for granularity by taking into account verbal and visual details of communication. Our article builds on increasingly occurring collocated interactions in sales meetings investigating the social relevance of mobile devices in face-to-face settings. The article aims to understand the supporting and disturbing role of visual granularity in sales meetings and develops design implications for interaction designers. We conducted an ethnographic study of sales meetings in material handling and paper machine industries, including Conversation Analysis (CA) of video recordings, and involving groups of professional analysts that are seldom used in HCI. Our findings draw evidence from sales meetings and design processes on successful and unsuccessful use of granularity in visual representations. Finally, we propose seven design guidelines for visual granularity striving to understand buyers' perceptions and visual qualities.
論文アブストラクト： This paper explores a design experiment concerning the development of a personalised and engaging wearable fall detection device customised for care home residents. The design experiment focuses on a start-up company's design process, which utilises a new design approach, which I name the accessory approach, to accommodate given cultural fit purposes of a wearer. Influenced by accessory design, that belong neither to fashion nor jewellery, the accessory approach is a way of designing wearables that involve both functional and expressive qualities including the wearer's physical, psychological and social needs. The accessory approach is proven to enable first hand insight of the wearer's preferences, leading to in-depth knowledge and enhanced iterative processes, which support the design of a customised device. This type of knowledge is important for the HCI community as it brings accessory design disciplines into play when wanting to understand and design for individual needs, creating engaging wearables design.