論文アブストラクト： Good feedback is critical to creativity and learning, yet rare. Many people do not know how to actually provide effective feedback. There is increasing demand for quality feedback -- and thus feedback givers -- in learning and professional settings. This paper contributes empirical evidence that two interactive techniques -- reusable suggestions and adaptive guidance -- can improve feedback on creative work. We present these techniques embodied in the CritiqueKit system to help reviewers give specific, actionable, and justified feedback. Two real-world deployment studies and two controlled experiments with CritiqueKit found that adaptively-presented suggestions improve the quality of feedback from novice reviewers. Reviewers also reported that suggestions and guidance helped them describe their thoughts and reminded them to provide effective feedback.
良いフィードバックとは何か？を議論している論文。 例えば査読やデザインレビューにおいて、質の高いフィードバックを作成するにはどうしたら良いか。 この論文では、フィードバックを分類して、インタラクティブなガイダンスを提供。
論文アブストラクト： Despite recent popularity of mindfulness smartphone applications and an interest in incorporating mindfulness into new technologies, existing applications tend to focus mainly on its meditation dimension. In this paper, we review existing literature on digital and traditional mindfulness to map its design space and synthesize the findings with our prior research on designing for aesthetic needs. We identify "recollection" and "evaluation" as two important dimensions of mindfulness that have not yet been incorporated into popular digital tools. Through a two-phase design activity over 16 months, we developed ColorAway, an innovative tool that promotes mindfulness through interaction with modified travel photos. Recruited participants evaluated ColorAway and offered unique insights into how mindfulness can be better designed. We also discuss how the process of designing for mindfulness can possibly inform the design of personal technology. This research is part of a larger study that builds on scholarly research and theories with the goal of designing interactive technologies for solo travelers.
論文アブストラクト： 3D design software is increasingly available to children through libraries, maker spaces, and for free on the web. This unprecedented availability has the potential to unleash children's creativity in cutting edge domains, but is limited by the steep learning curve of the software. Unfortunately, there is little past work studying the breakdowns faced by children in this domain-most past work has focused on adults in professional settings. In this paper, we present a study of online learning resources and help-seeking strategies available to children starting out with 3D design software. We find that children face a range of challenges when trying to learn 3D design independently-tutorials present instructions at a granularity that leads to overlooked and incorrectly-performed actions, and online help-seeking is largely ineffective due to challenges with query formulation and evaluating found information. Based on our findings, we recommend design directions for next-generation help and learning systems tailored to children.
論文アブストラクト： Contemporary choreographers often interact directly with dancers when exploring their ideas, but lack adequate tools for capturing and documenting their work. Although our first study of choreographers and dancers revealed diverse strategies for recording choreographic fragments, we found that they all worked in terms of constraints, which they represented via spatial diagrams, as movement qualities or with their own personal notation system. This led to the design of Knotation, a mobile pen-based tool that lets choreographers sketch their own representations of choreographic ideas and render them interactive. In study two, Knotation served as a technology probe to support the contrasting practices of three professional choreographers. We revised Knotation based on their input, and ran a third structured observation study with six professional choreographers. Knotation easily supported both dance-then-record and record-then-dance strategies. Participants used and appropriated Knotation's advanced features, including the combination of interactive timelines and floorplan diagrams, to represent and explore complex choreographic structures.