Reflection is a commonly addressed design goal in commercial systems and in Human-Computer Interaction (HCI) research. Yet, it is still unclear what tools are at the disposal of designers who want to build systems that support reflection. Understanding the design space of reflection support systems and the interaction techniques that can foster reflection is necessary to enable building technologies that contribute to the users' well-being. In order to gain additional insight into how interactive artefacts foster reflection, we investigated past research prototypes and reflection-supporting smartphone applications (apps). Through a structured literature review and an analysis of app reviews, we constructed four design resources for reflection: temporal perspective, conversation, comparison and discovery. We also identified design patterns in past digital artefacts that implement the resources. Our work constitutes intermediate-level knowledge that is intended to inspire future technologies that better support reflection.
Traditional meetings involve extensive sitting, which negatively impacts the health of attendees. Understanding how technology can facilitate integrating physical activity into the workplace, such as in walking meetings, is vital to improving workplace wellbeing. To that end, we applied a mixed-method approach to explore requirements and opportunities for walking meetings. We conducted an online questionnaire and a series of interviews with early adopters of walking meetings and created design fictions based on their feedback. We evaluated the design fictions with a second questionnaire and garnered additional feedback from the original early adopters. Based on our findings, we derived four dimensions associated with walking meetings: practical, environmental, social, and cognitive facets. We define attributes, challenges, and opportunities within these dimensions which are important for designing systems that support walking meetings. Our work identifies key considerations for developing systems that integrate physical activity into communication activities.
Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users. CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods.
Interactive technologies for autonomous mental health management are on the rise due to limited therapy access and stigma. However, most commercial mental health apps are neither theory-based nor clinically tested, and psychological theories are not easily accessible to app designers. Thus, it remains unclear if current mobile and VR mental health apps meet therapists' expectations. To address this gap, we conducted interviews (N = 11) to build an understanding about current therapeutic practices with a focus on emotion regulation and their applicability to mobile apps. We then conducted a systematic app review of 60 mental-health-related mobile and VR apps applying the themes identified in our interviews as an understanding lens. We draw upon the identified discrepancies to pinpoint design implications for better embedding lived therapeutic practice into mental health apps. We contribute by providing a common grounding between therapists and developers on the features and properties of well-being mobile and VR apps.
As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many digital museum visitors are engaged in casual leisure during exploration of a collection, suggesting that they do not have an inherent information goal but rather seek new experiences or learning opportunities based on personal curiosity and moments of discovery. Consequently, understanding how to translate casual leisure contexts into meaningful interaction design may play a critical role in designing engaging digital collections. Our study reports on the user experience of a largely unexplored user interface design framework called rich-prospect , which was originally developed to enhance browsing and discovery for complex visual collections. We performed a mixed-method, within-subjects study (N=30) that simulated a casual leisure approach to information browsing and retrieval across three different rich-prospect interfaces for digital cultural heritage. Our results show that rich-prospect scores well in the hedonic facets of its user experience, whereas pragmatic aspects have room for improvement. Additionally, through our qualitative analysis of participant feedback, we derived salient themes relating to the exploratory browsing experience. We conclude with a series of design implications to better connect interactive elements with casual leisure contexts for digital cultural collections.
Refection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for refection have been developed in recent years. However, evaluating if and how an interactive technology helps a user refect is still complex. This makes it difcult to compare artefacts (or prototypes) for refection, impeding future design eforts. To address this issue, we developed the Technology-Supported Refection Inventory (TSRI), which is a scale that evaluates how efectively a system supports refection. We frst created a list of possible scale items based on past work in defning refection. The items were then reviewed by experts. Next, we performed exploratory factor analysis to reduce the scale to its fnal length of nine items. Subsequently, we confrmed test-retest validity of our instrument, as well as its construct validity. The TSRI enables researchers and practitioners to compare prototypes designed to support refection. CCS CONCEPTS• Human-centered computing → Empirical studies in ubiquitous and mobile computing; HCI design and evaluation methods.
Current personal informatics models consider refection as an important stage in users' journeys with trackers. However, these models describe refection from a meta perspective and it remains unclear what this stage entails. To design interactive technologies that support refection, we need a more thorough understanding of how people refect on their personal data in practice. To that end, we conducted semi-structured interviews with users of ftness trackers and an online survey to study practices in refecting on ftness data. Our results show that users reported refecting on data despite lacking refection support from their tracking technology. Based on our results, we introduce the Technology-Mediated Refection Model, which describes conditions and barriers for refection on personal data. Our model consists of the temporal and conceptual cycles of refection and helps designers identify the possible barriers a user might face when using a system for refection. CCS CONCEPTS• Human-centered computing → Empirical studies in ubiquitous and mobile computing.
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