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Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction


 
Time and place:

2009
Conf. description:
OZCHI is Australia’s leading forum for research and development in all areas of Human-Computer Interaction. OZCHI attracts an international community of practitioners, researchers, academics and students from a wide range of disciplines including user experience designers, information architects, software engineers, human factors experts, information systems analysts, and social scientists.
Next conference:
is coming up
Dec2
02 Dec 2014 in Sydney, Australia
Series:
This is a preferred venue for people like Steve Howard, Toni Robertson, Jesper Kjeldskov, Ernest Edmonds, and Frank Vetere. Part of the OZCHI - CHISIG Conference on Human Computer Interaction conference series.
Other years:
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References from this conference (2009)

The following articles are from "Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction":

 what's this?

Articles

p. 1-8

Robertson, Toni and Loke, Lian (2009): Designing situations. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 1-8. Available online

This paper extends the analytic framework Suchman used in Plans and Situated Actions by using it as a tool in the design of interactive, immersive environments that rely on human movement as input. We describe the historical and methodological background to Suchman's framework and the impact of her analysis on the development of HCI and related fields. We provide two examples of its use to support prototype evaluation, design reflection and generative and iterative design. Suchman's recognition that computers act on the basis of resources within their situations, just as people act in accord with the resources of theirs, broadens our focus from the design of interfaces to the design of situations within which interaction between people and computers can occur. The tool, and the methodological and theoretical commitments embedded within it, contribute to the design of emerging technologies and to current discussions about approaches to design within shifting paradigms of HCI.

© All rights reserved Robertson and Loke and/or their publisher

p. 105-112

Ovaska, Saila and Räihä, Kari-Jouko (2009): Teaching privacy with ubicomp scenarios in HCI classes. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 105-112. Available online

Privacy is a many-faceted concept and, consequently, designing for privacy is a challenging topic to teach. Privacy in ubicomp environments adds to the challenge, since such environments are still rare and people have not gained experience from interacting in them. Scenarios can be used to make the issues concrete for students. We describe three cases, with different scenarios, different pedagogical goals, different levels of students, and different data collection methods, for teaching about privacy using scenarios. We report on the experiences, both the successes and the pitfalls that need to be taken into account.

© All rights reserved Ovaska and Räihä and/or their publisher

p. 113-120

Mancero, Gabriela, Wong, B. L. William and Loomes, Martin (2009): Radio dispatchers' interruption recovery strategies. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 113-120. Available online

A field study was conducted at the British Transport Police Control Room in London. We used The Critical Decision Method (CDM) to explore radio dispatchers' cue identification, situation awareness and integration of information, particularly when following an interruption. The data from the CDM interviews was also analysed using the Emergent Themes Analysis (ETA) approach. The ETA resulted in categorizing difficulties that are shared by all radio dispatchers during high workload. Based on the ETA results, we conducted another set of CDM interviews which focus particularly in interruption recovery. The CDM gave us a clear idea of what information radio dispatchers need to recover from interruptions. We found that radio dispatchers are almost unaffected by interruptions and have developed two main interruption recovery strategies.

© All rights reserved Mancero et al. and/or their publisher

p. 121-128

Singh, Supriya and Morley, Clive (2009): Young Australians' privacy, security and trust in internet banking. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 121-128. Available online

Generations X and Y (18-40 years old) in Australia see Internet banking as more private, more secure and more trustworthy than older Australians. They use Internet banking more than older Australians as they see Internet banking as a convenient way to bank. Generations X and Y also have greater confidence in their own digital expertise. Like other users of Internet banking they trust the bank will look after them. We draw on a qualitative study of 108 Australian consumers' banking and management of money between April 2005 and March 2006 followed by a random representative survey of 669 Australians aged 18 years or more conducted in September 2007. We contribute to the literature on younger people's use of Internet banking in Australia and their perceptions of privacy, security and trust. We argue there is a need for greater transparency by service providers. We also see regulators being increasingly important in ensuring that social media, cloud computing and financial aggregation services do not lead to unrealistic expectations of security and privacy and a dilution of consumer protections.

© All rights reserved Singh and Morley and/or their publisher

p. 129-136

Hagen, Penny and Robertson, Toni (2009): Dissolving boundaries: social technologies and participation in design. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 129-136. Available online

The emphasis on participation in social technologies challenges some of our traditional assumptions about the role of users and designers in design. It also exposes some of the limitations and assumptions about design embedded in our traditional models and methods. Based on a review of emerging practice we present four perspectives on design in the context of social technologies. By presenting this 'lay of the land', we seek to contribute to ongoing work on the nature of participation and design in the context of social technologies. We draw particular attention to the ways in which roles and responsibilities in design are being reassigned and redistributed. As traditional boundaries between design and use and designer and user dissolve, design is becoming more public. In the context of social technologies design is moving out into the wild.

© All rights reserved Hagen and Robertson and/or their publisher

p. 137-144

Sambasivan, Nithya, Ventä, Leena, Mäntyjärvi, Jani, Isomursu, Minna and Häkkilä, Jonna (2009): Designing for social context of mobility: mobile applications for always-on users. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 137-144. Available online

The informational and instrumental portabilities of mobile devices have made the devices appropriable in various contexts and for various uses. This, then, leads us to ask -- how does the always-on usage impact our day-to-day lives? Extensive investigations were carried out to uncover sociotechnical configurations, appropriations, and negotiations developed to combat perpetual technological availability. Based on the findings, we developed three prototypes, which utilize context-awareness to promote increased sociability, stress relief, and reduced intrusiveness. In this paper, we report on the user investigations, design conception, prototypes, evaluations, and broader learnings.

© All rights reserved Sambasivan et al. and/or their publisher

p. 145-152

Bidwell, Nicola and Hardy, Dianna (2009): Dilemmas in situating participation in rural ways of saying. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 145-152. Available online

We reflect upon participation in design processes by people who emphasise 'primary orality', or direct, face-to-face, unmediated communication, due to their rural locations in places with low technology ambiance and cultural antecedents. We focus on issues and relationships between rural contexts and primary orality of relevance to our projects with Indigenous people in regional Australia and villagers in remote rural South Africa. We observe dilemmas as we apply methods, which are informed by ethnomethodology, ethnography and Participatory Design, in enabling local participation, such as intrusive recording practices, concerns about power structures and appropriate investment of time.

© All rights reserved Bidwell and Hardy and/or their publisher

p. 153-160

Turner, J. and Browning, David (2009): Designing spatial story-telling software. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 153-160. Available online

What does it mean when we design for accessibility, inclusivity and "dissolving boundaries" -- particularly those boundaries between the design philosophy, the software/interface actuality and the stated goals? This paper is about the principles underlying a research project called 'The Little Grey Cat engine' or greyCat. GreyCat has grown out of our experience in using commercial game engines as production environments for the transmission of culture and experience through the telling of individual stories. The key to this endeavour is the potential of the greyCat software to visualize worlds and the manner in which non-formal stories are intertwined with place. The apparently simple dictum of "show, don't tell" and the use of 3D game engines as a medium disguise an interesting nexus of problematic issues and questions, particularly in the ramifications for cultural dimensions and participatory interaction design. The engine is currently in alpha and the following paper is its background story. In this paper we discuss the problematic, thrown into sharp relief by a particular project, and we continue to unpack concepts and early designs behind the greyCat itself.

© All rights reserved Turner and Browning and/or their publisher

p. 161-168

Boring, Sebastian, Jurmu, Marko and Butz, Andreas (2009): Scroll, tilt or move it: using mobile phones to continuously control pointers on large public displays. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 161-168. Available online

Large and public displays mostly provide little interactivity due to technical constraints, making it difficult for people to capture interesting information or to influence the screen's content. Through the combination of largescale visual output and the mobile phone as an input device, bidirectional interaction with large public displays can be enabled. In this paper, we propose and compare three different interaction techniques (Scroll, Tilt and Move) for continuous control of a pointer located on a remote display using a mobile phone. Since each of these techniques seemed to have arguments for and against them, we conducted a comparative evaluation and discovered their specific strengths and weaknesses. We report the implementation of the techniques, their design and results of our user study. The experiment revealed that while Move and Tilt can be faster, they also introduce higher error rates for selection tasks.

© All rights reserved Boring et al. and/or their publisher

p. 169-176

Cunningham, Andrew, Close, Ben, Thomas, Bruce H. and Hutterer, Peter (2009): TableMouse: a novel multiuser tabletop pointing device. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 169-176. Available online

This paper introduces the TableMouse, a new cursor manipulation interaction technology for tabletop computing, specifically designed to support multiple users operating on large horizontal displays. The TableMouse is a low-cost absolute positioning device utilising visually-tracked infrared light emitting diodes for button state, 3D position, 1D orientation, and unique identification information. The supporting software infrastructure is designed to support up to 16 TableMouse devices simultaneously, each with an individual system cursor. This paper introduces the device and software infrastructure and presents two applications exposing its functionality. A formal benchmarking was performed against the traditional mouse for its performance and accuracy.

© All rights reserved Cunningham et al. and/or their publisher

p. 17-24

Bødker, Mads (2009): Performative artefacts: users "speaking through" artefacts in collaborative design. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 17-24. Available online

This paper argues for a relational view of collaboration in User-Centered Design activities. It argues that artefacts of different kinds are performative in making both users and designers perform in particular ways. In this way, it treats a case of a "catastrophic" user workshop as a heterogeneous enactment of relations rather than a case of having e.g. conservative or ignorant users.

© All rights reserved Bødker and/or his/her publisher

p. 177-183

Ahlström, David, Großmann, Jürgen, Tak, Susanne and Hitz, Martin (2009): Exploring new window manipulation techniques. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 177-183. Available online

Moving and resizing desktop windows are frequently performed but largely unexplored interaction tasks. The standard title bar and border dragging techniques used for window manipulation have not changed much over the years. We studied three new methods to move and resize windows. The new methods are based on proxy and goal-crossing techniques to eliminate the need of long cursor movements and acquiring narrow window borders. Instead, moving and resizing actions are performed by manipulating proxy objects close to the cursor and by sweeping cursor motions across window borders. We compared these techniques with the standard techniques. The results indicate that further investigations and redesigns of window manipulation techniques are worthwhile: all new techniques were faster than the standard techniques, with task completion times improving more than 50% in some cases. Also, the new resizing techniques were found to be less error-prone than the traditional click-and-drag method.

© All rights reserved Ahlström et al. and/or their publisher

p. 185-192

Quinn, Philip and Cockburn, Andy (2009): Zoofing!: faster list selections with pressure-zoom-flick-scrolling. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 185-192. Available online

The task of list selection is fundamental to many user interfaces, and the traditional scrollbar is a control that does not utilise the rich input features of many mobile devices. We describe the design and evaluation of zoofing -- a list selection interface for touch/pen devices that combines pressure-based zooming and flick-based scrolling. While previous flick-based interfaces have performed similarly to traditional scrolling for short distances, and worse for long ones, zoofing outperforms (and is preferred to) traditional scrolling, flick-based scrolling, and OrthoZoom. We analyse experimental logs to understand how pressure was used and discuss directions for further work.

© All rights reserved Quinn and Cockburn and/or their publisher

p. 193-200

Macdonald, Hugh, Yuille, Jeremy, Stanton, Reuben and Viller, Stephen (2009): The social life of visualization. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 193-200. Available online

In this paper we reframe the creation of information visualizations as a kind of interface design, where visualizations provide people with an interface onto a dataset in such a way that they can generate, understand, and ultimately communicate interpretations of the data in the form of narratives to other members of given social settings. The paper describes a three stage create -- interpret -- capture process [Figure 1] for the design of information visualizations. The work references existing interaction design patterns, interfaces, and theories of organizational behaviour that serve to illustrate the approach we have used.

© All rights reserved Macdonald et al. and/or their publisher

p. 201-207

Jones, Christian Martyn and Baldwin, Claudia (2009): Using emotion eliciting photographs to inspire awareness and attitudinal change: a user-centered case study. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 201-207. Available online

Photographs can be used to elicit an emotional response in the viewer to promote attitudinal change. The paper considers the types of photographs which can elicit the strongest impact on viewers and uses a case study of the Mary River Dam. The Queensland government is proposing to dam the Mary River, whilst the Save the Mary River group has been running a campaign against the proposed dam using images of the community and landscape in its protest materials and website. This paper reports on a project to understand which types of images provided by the Save the Mary River group elicit the strongest impact on viewers to inspire support for their protest, and how and why these images can increase awareness around the issues of the proposed dam as a solution to water needs.

© All rights reserved Jones and Baldwin and/or their publisher

p. 209-216

Leong, Tuck W. and Brynskov, Martin (2009): CO2nfession: engaging with values through urban conversations. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 209-216. Available online

It has been suggested that future directions of HCI would need to place human values at its core. One approach towards this complex endeavor is to build an understanding of these values through examining systems designed to address them. This paper focuses on an urban installation -- CO{sub:2}nfession/CO{sub:2}mmitment -- that deals with one such (societal) value: environmental sustainability. Designed to solicit personal opinions about climate change, we found the 'confessional' aspect of the installation encouraged strong reflexivity amongst 'users' with regards to this value and precipitated personal considerations about future actions. More importantly this reflexivity exposes people's lived and felt experiences about this societal value, unearthing their ambivalences, hindrances but also motivations. This installation highlights an alternate approach that can complement current efforts without taking a 'big stick' approach. Instead, urban media technologies can be harnessed to engage people with this value on their own terms, through encouraging conversations and supporting reflexivity.

© All rights reserved Leong and Brynskov and/or their publisher

p. 217-224

Pearce, Jon, Smith, Wally, Nansen, Bjorn and Murphy, John (2009): SmartGardenWatering: experiences of using a garden watering simulation. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 217-224. Available online

SmartGardenWatering is an innovative software tool that advises gardeners on watering schedules and watering use. In this paper we investigate how expert and novice gardeners respond to advice from this piece of computer software. Do they readily accept it and adapt their activities accordingly, or do they override it with their own local knowledge? We describe the project to develop the simulation, including the design of the user interface, and a study of 20 gardeners using the tool. The focus of the study was to identify factors in the design of the software that influence how well it might intervene in ongoing gardening practice. The findings focus on what brings confidence or a lack of trust in the underlying horticultural model and its application to a particular garden. Finally, we consider how these findings might inform ongoing development of the software.

© All rights reserved Pearce et al. and/or their publisher

p. 225-232

Fitchett, Stephen and Cockburn, Andy (2009): Evaluating reading and analysis tasks on mobile devices: a case study of tilt and flick scrolling. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 225-232. Available online

Flick scrolling is a natural scrolling method for mobile touch devices such as the iPhone™. It is useful not only for its performance but perhaps even more so for its ease of use and user experience. Tilt scrolling instead uses the device's tilt to determine the rate of scrolling, which offers several potential interaction advantages over touch sensitive alternatives: scrolling can be achieved without occluding a large proportion of the screen with a hand, finger, or thumb; it frees drag input events for other important actions such as text selection and drag-and-drop; and it works regardless of the hand's state (e.g. moist or gloved). Although previously described, the performance of tilt scrolling has not been compared to flick scrolling, which is now the state of the art. Furthermore, it is unclear how such an empirical comparison should be conducted. To better understand interaction with mobile scrolling, we propose a new method of evaluating scrolling interfaces in the context of reading or analysis tasks. These activities typically involve slow subtle scroll movements rather than large movements typical investigated in most scrolling evaluations. We use this method to thoroughly compare flick scrolling and tilt scrolling. We show that tilt scrolling results in better performance for tasks performed while stationary while there is no significant difference while moving. However, we find that participants prefer flick scrolling and walk faster when completing moving tasks with flick scrolling than tilt scrolling.

© All rights reserved Fitchett and Cockburn and/or their publisher

p. 233-240

Cronholm, Stefan (2009): The usability of usability guidelines: a proposal for meta-guidelines. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 233-240. Available online

This paper is challenging the usability of traditional usability guidelines. The claim is that guideline descriptions and explanations are not satisfactory. Analysis results demonstrate vagueness and are ambiguous in explanation. The aim of the paper is to propose a set of principles (meta-guidelines) to be used for improving the usability of guidelines.

© All rights reserved Cronholm and/or his/her publisher

p. 241-248

Tak, Susanne and Cockburn, Andy (2009): Window Watcher: a visualisation tool for understanding windowing activities. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 241-248. Available online

Almost all actions on a computer are mediated by windows, yet we know surprisingly little about how people coordinate their activities using these windows. Studies of window use are difficult for two reasons: gathering longitudinal data is problematic and it is unclear how to extract meaningful characterisations from the data. In this paper, we present a visualisation tool called Window Watcher that helps researchers understand and interpret low level event logs of window switching activities generated by our tool PyLogger. We describe its design objectives and demonstrate ways that it summarises and elucidates window use.

© All rights reserved Tak and Cockburn and/or their publisher

p. 249-256

Streng, Sara, Stegmann, Karsten, Hußmann, Heinrich and Fischer, Frank (2009): Metaphor or diagram?: comparing different representations for group mirrors. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 249-256. Available online

This paper aims at answering the question how ambient displays can be used as group mirrors to support collaborative (learning) activities. Our research question is to what extent the type of feedback representation affects collaborative processes. Two different representations have been created and compared in a user study: a diagram and a metaphor. In the diagram version the quality rating for each person is explicitly shown in charts and numbers. In the metaphorical representation feedback is implicitly visualized by changing certain characteristics of a pictorial scene. The results show that the metaphoric group mirror was not only more popular than the diagram, it also had a greater impact on the group behavior. When receiving negative feedback from the metaphoric group mirror, a correction of behavior was made significantly faster than with the diagram. Furthermore, both group mirrors had a positive effect on the self-regulation of the group compared to the baseline condition without feedback.

© All rights reserved Streng et al. and/or their publisher

p. 25-32

Abraham, George and Atwood, Michael E. (2009): Patterns or claims: do they help in communicating design advice?. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 25-32. Available online

Past research asserts that patterns or claims will help capture and communicate interaction-design advice. Both structures attempt to provide advice in context along with the justifications for fit. These properties aim to make patterns or claims more concrete and comprehensible to novice designers than design guidelines. However, empirical work evaluating these promises is lacking. This research presents a controlled study that examines the value of structuring design advice as patterns or as claims. Patterns and claims seem different given their respective roots in architecture and design rationale. They also differ in their emphasis when capturing design decisions; patterns emphasize capturing a problem-solution pair in a certain context, whereas claims focus on capturing the positive and negative implications to a design decision. The findings from the study suggest it may be promising to combine the claim and pattern structures and that such a structure may facilitate discussions of design trade-offs.

© All rights reserved Abraham and Atwood and/or their publisher

p. 257-260

Brereton, Margot, Roe, Paul, Foth, Marcus, Bunker, Jonathan M. and Buys, Laurie (2009): Designing participation in agile ridesharing with mobile social software. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 257-260. Available online

Growing participation is a key challenge for the viability of sustainability initiatives, many of which require enactment at a local community level in order to be effective. This paper undertakes a review of technology assisted carpooling in order to understand the challenge of designing participation and consider how mobile social software and interface design can be brought to bear. It was found that while persuasive technology and social networking approaches have roles to play, critical factors in the design of carpooling are convenience, ease of use and fit with contingent circumstances, all of which require a use-centred approach to designing a technological system and building participation. Moreover, the reach of technology platform-based global approaches may be limited if they do not cater to local needs. An approach that focuses on iteratively designing technology to support and grow mobile social ridesharing networks in particular locales is proposed. The paper contributes an understanding of HCI approaches in the context of other designing participation approaches.

© All rights reserved Brereton et al. and/or their publisher

p. 261-264

Annett, Michelle, Anderson, Fraser, Goertzen, Darrell, Halton, Jonathan, Ranson, Quentin, Bischof, Walter F. and Boulanger, Pierre (2009): Using a multi-touch tabletop for upper extremity motor rehabilitation. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 261-264. Available online

Millions of people in Canada have impairments that result in a loss of function and directly affect their ability to carry out activities of daily living. Many individuals with disabilities enter into rehabilitation programs to improve their motor functioning and quality of life. Currently, many of the activities and exercises that are performed are monotonous, uninteresting, and do not inspire patients to perform to the best of their abilities. The usage of traditional exercises can also make it difficult for therapists to objectively measure and track patient progress. The integration of highly interactive and immersive technologies into rehabilitation programs has the potential to benefit both patients and therapists. We have developed a multi-touch tabletop system, the AIR Touch, which combines existing multi-touch technologies with a suite of new rehabilitation-centric applications. The AIR Touch was developed under the guidance of practicing occupational therapists.

© All rights reserved Annett et al. and/or their publisher

p. 265-268

Milne, Marissa, Powers, David and Leibbrandt, Richard (2009): Development of a software-based social tutor for children with autism spectrum disorders. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 265-268. Available online

This work in progress aims to investigate the potential for using autonomous virtual agents as social tutors for children with autism through the development of a prototype software program. Existing studies have investigated the use of human controlled virtual agents for social skills development and autonomous virtual agents for language development, both achieving positive outcomes. The virtual agent component of this, known as the Thinking Head, has a lifelike appearance and ability to model realistic facial expressions that lends it to this application. The evaluation component of this project will examine the children's ability to recognize particular facial expressions and choose appropriate social actions to take before and after a short interaction with the social tutor. Additionally, the evaluation investigates the children's thoughts about their experience with the virtual agent. The outcome of this project will provide insights for the potential of this approach and provide direction for future research and development.

© All rights reserved Milne et al. and/or their publisher

p. 269-272

Baghaei, Nilufar, Freyne, Jill, Kimani, Stephen, Smith, Greg, Berkovsky, Shlomo, Bhandari, Dipak, Colineau, Nathalie and Paris, Cecile (2009): SOFA: an online social network for engaging and motivating families to adopt a healthy lifestyle. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 269-272. Available online

Overweight and obesity have become a global epidemic and are increasing rapidly. Previous research has shown that providing social support and family support has profound roles on the weight management of individuals. However, the support provided by online health communities is outside the family context and is targeted at individuals. We are proposing SOFA (SOcial FAmily), an online social networking system aimed to engage and motivate families to adopt a healthy lifestyle through exposure to educational information on diet exercise and a range of other healthy living information. In this paper, we describe SOFA's features, the research questions that we are investigating and some preliminary results from a live deployment. The results showed that adding a social layer can considerably increase user engagement with static educational content and showed that the provision of family based profiles reduced the activity levels of individual family members when compared to those with individual profiles.

© All rights reserved Baghaei et al. and/or their publisher

p. 273-276

Berkovsky, Shlomo, Freyne, Jill, Coombe, Mac, Bhandari, Dipak and Baghaei, Nilufar (2009): Physical activity motivating games: you can play, mate!. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 273-276. Available online

Contemporary lifestyle is becoming increasingly more sedentary: a little physical activity and much sedentary activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. Rather than trying to motivate users to reduce the time spent on sedentary activity, we focus on integrating physical activity into the sedentary activity of computer games playing through a novel game design. Our design leverages engagement with games in order to motivate users to perform physical activity, as part of the sedentary playing, by offering game rewards in return for physical activity performed. In this work we report on an initial user study of our game design applied to the open source Neverball game. We motivated users (in this case children) to perform physical activity by reducing the time allocated to perform tasks and captured their activity through accelerometers configured to recognise jumping movements. Findings showed that users performed more physical activity and decreased the amount of sedentary time when playing the active version of Neverball, while not reporting a decrease in perceived enjoyment of playing.

© All rights reserved Berkovsky et al. and/or their publisher

p. 277-280

Maitland, Julie and Siek, Katie A. (2009): Technological approaches to promoting physical activity. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 277-280. Available online

This paper reflects on the HCI community's current and potential contributions to the problem of promoting physical activity. It does so by first presenting a conceptual overview of existing research, and then draws from the findings of a study of attitudes towards health and health-related behaviour to frame a critical review of the current state of the art. In doing so, we identify an area of outstanding need and opportunity for future research: conveying the value of physical activity to those unconvinced of its importance.

© All rights reserved Maitland and Siek and/or their publisher

p. 281-284

Baharin, Hanif and Mühlberger, Ralf (2009): Utilising the open channel created by telecare: acoustic communication analysis of radio sounds at home. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 281-284. Available online

Since policy makers are advocating telecare as a popular solution for the aging society, it is expected that sooner or later many homes will have an always-on open channel as the result of telecare technology usage. Our previous studies have shown that this channel can be tapped to provide the feeling of presence of loved ones without the exchange of content. In this paper, the idea is discussed further by analysing the meaning of radio sounds at home from the perspectives of Acoustic Communication Theory. The analysis justifies the need to further explore the use of meaningful environmental sound objects in a domestic setting to negate 'social silence', by giving an example of a possible design.

© All rights reserved Baharin and Mühlberger and/or their publisher

p. 285-288

Ebenreuter, Natalie (2009): Working towards an open source design approach for the development of collaborative design projects. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 285-288. Available online

At its core the act of designing begins with an idea that develops over time to shape the creation of a product or service that meets a distinct purpose. Characteristically, a select group of designers, key stakeholders and possibly end-users of a product work together to facilitate the design process. However, if understood with respect to the development of an open source project, open design projects can potentially involve any number of global participants that contribute to the online development of a product's voluntary advancement. In this paper I consider if the concept of open source development can be extended to collaborative interaction design practices. In doing so, I argue that effective open design processes for designing interactive experiences need to be developed and propose a way in which online communication tools and rationale instances can be used to share the iterative direction of open design decisions.

© All rights reserved Ebenreuter and/or his/her publisher

p. 289-292

Ryder, Brendan and Anderson, Terry (2009): 'Coalesce': a web-based tool for sensemaking. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 289-292. Available online

Sensemaking is an ill-defined, iterative and complex activity concerned with the way people approach the process of collecting, organizing and creating representations of information. The user needs to be supported in two cognitive tasks: 'representation construction', which involves finding an appropriate structure to aid sensemaking and 'encoding', which is populating that structure with meaningful information. Much work has been completed in the area of encoding, but the forms of representation construction and how they can be better supported in software requires further investigation. This paper reports on the design, implementation and evaluation of a web-based sensemaking tool called Coalesce. It tightly integrates search facilities with the representation construction task through the SenseMap -- an innovative interactive hierarchical mechanism for displaying, structuring and storing selected information. Results from controlled experiments indicate that Coalesce enhances users' searching, gathering and organizing tasks when compared to a standard browser and word processor combination, but without imposing an additional cognitive load.

© All rights reserved Ryder and Anderson and/or their publisher

p. 293-296

Sinanan, Jolynna (2009): Lenders, borrowers and fellows: personal narrative and social entrepreneurship in online microfinance. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 293-296. Available online

Online microfinance promotes and encourages entrepreneurship as well as creating informal relationships between lenders and clients using social networking technologies. While much of the existing literature describes the quantitative success of online microfinance, little attention has been given to the social processes through which this has been achieved. This short discussion will take an interdisciplinary approach, focusing on the role of narrative production in facilitating relationships between online lenders in more affluent countries and client entrepreneurs in developing countries, using experience drawn from initial fieldwork conducted in Cambodia. Better understanding the relationships between online lenders, clients and the intermediaries who document the activities of client entrepreneurs may be useful in the design, modification or implementation of effective technologies to better enable all actors in the delivery of online microfinance services.

© All rights reserved Sinanan and/or his/her publisher

p. 297-300

Harrop, Mitchell (2009): Truce in online games. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 297-300. Available online

This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of providing feedback on the use of truce calls to developers as part of the design process is also considered.

© All rights reserved Harrop and/or his/her publisher

p. 301-304

Ali, Hilal, Scholer, Falk, Thom, James A. and Wu, Mingfang (2009): User interaction with novel web search interfaces. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 301-304. Available online

Search result organisation and presentation is an important component of a Web search system, it can have a substantial impact on the ability of users to find useful information. In this study we compare the effectiveness of three publicly available search interfaces for supporting navigational search tasks. The three interfaces vary primarily in the proportion of visual versus textual cues that are used to display a search result. Our analysis shows that users' search completion time varies greatly among interfaces, and an appropriate combination of textual and visual information leads to shortest search completion time and the least number of wrong answers.

© All rights reserved Ali et al. and/or their publisher

p. 305-308

Jia, Dawei, Bhatti, Asim and Nahavandi, Saeid (2009): MUSTe method for quantifying virtual environment training system efficacy. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 305-308. Available online

In the current era increased attention and interest of utilizing advanced computer technologies for training and education at all managerial levels and functional areas is apparent. One of such technologies, virtual environment (VE), is perceived to be effective in enhancing human abilities to learn abstract concept and complex procedural tasks. Despite its adaptation for training and fast-paced technological advancements, ways in which to evaluate efficacy of such technology are unclear. We have approached this problem by developed a new evaluation method focus on cognitive, affective and skill-based learning dimensions, based on traditional usability evaluation methods but tailored to specifically suit for the quantification of 3D VE system. We first describe the construct of the new method and then report a study utilizing the method in the context of quantifying a VE efficacy in an object assembly task. At last, we discuss the implications of such a method.

© All rights reserved Jia et al. and/or their publisher

p. 309-312

Pedell, Sonja, Miller, Tim, Vetere, Frank, Sterling, Leon, Howard, Steve and Paay, Jeni (2009): Having fun at home: interleaving fieldwork and goal models. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 309-312. Available online

We aim to make sense of a perplexing human experience (fun) as it occurs in a recently discovered place for socio-technical study (the home). Our toolkit includes technology probes, associated fieldwork and models from software engineering. We describe how we interleave the probes and models. As the work will please neither modeling nor fieldwork purists, we enunciate the benefits of our ambidextrous approach.

© All rights reserved Pedell et al. and/or their publisher

p. 313-316

Watson, Patrick G., Duquenoy, Penny, Brennan, Margaret, Jones, Matt and Walkerdine, James (2009): Towards an ethical interaction design: the issue of including stakeholders in law-enforcement software development. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 313-316. Available online

In the public sector (particularly in the UK in light of recent reforms i.e. the Local Government Act 2000, etc.) a greater degree of accountability and public involvement or intervention has become the norm in public infrastructure projects, partially under the rubric of "stakeholder engagement". This paper seeks to discuss public involvement in a law-enforcement technology (Isis), which operates on a covert basis in the detection and prevention of child abuse activities across a number of social networking facilities. Our contribution to the development of Isis is to perform an ethics centered consultation process with stakeholders who will contribute to the design and deployment of the end software package. To that end, we have sought to develop a "Modified Participatory Design" approach, utilizing the knowledge gained from the HCI community with regards to more traditional design projects and adapting this body of work to questions of ethics, privacy, corporate and civic responsibility, monitoring and awareness issues, etc. in an effort to create a fluid and agile communication process between stakeholders and designers, thus taking account of the ethical issues around Isis as design occurs.

© All rights reserved Watson et al. and/or their publisher

p. 317-320

Radoll, Peter (2009): The emergence of the indigenous field of practice: factors affecting Australian Indigenous household ICT adoption. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 317-320. Available online

This paper examines the factors affecting adoption of Information and Communication Technologies (ICTs) in Australian Indigenous households in a rural context. Drawing on the sociological notion of structure and agency it is argued that being engaged in external fields influences Indigenous household ICT adoption. In this paper, a conceptual schema is developed by drawing on Bourdieu's theory of habitus to explain the low uptake of ICTs in Indigenous households in Australia. The research illustrates the value of habitus to understand ICT adoption from a rural Australian Indigenous perspective. Case analysis suggests that this research has practical and policy implications.

© All rights reserved Radoll and/or his/her publisher

p. 321-324

Schutt, Stefan, Martino, John and Linegar, Dale (2009): Navigating the labyrinth: the technical trials and misadventures of bringing virtual worlds into a government secondary school. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 321-324. Available online

In this paper we present the technical obstacles encountered by a project team seeking to embed virtual world-based activities in a government high school. In doing so we outline a number of broader issues connected with working with proprietary technologies, access and equity, working with IT bureaucracies and systems, and engaging disadvantaged young people.

© All rights reserved Schutt et al. and/or their publisher

p. 325-328

Nielsen, Janni and Bødker, Mads (2009): Collaborating with users: cultural and (I)literacy challenges. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 325-328. Available online

With the development of the global market, users become a competitive factor since successful diffusion of IT systems lie with them. However, users have different IT competences and they are embedded within cultures. These are two central challenges that must be addressed in the development of HCI techniques and tools suitable for handling the complexity of designing for users across cultures. User-Centered Design is a first step, and for this paper we frame it specifically within the Scandinavian IS tradition to ensure direct participation by -- and cooperation with -- users through all phases of the design process. This approach serves as the basis for conceptual and experimental work-in-progress in our VisionLab. We describe the different techniques we are exploring, the essentials of which are to work with users in open dialogue. We point out that when working across cultures, virtually mediated cooperation with users is the next challenge, and conclude by sketching two digital techniques for virtual cooperative design using digital media and how they could be useful.

© All rights reserved Nielsen and Bødker and/or their publisher

p. 329-332

Hargreaves, Dean M. G. and Robertson, Toni (2009): A study of email and SMS use in rural Indonesia. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 329-332. Available online

This paper describes a two-year research study that piloted and evaluated the use of low-cost, low-bandwidth Information and Communications Technology (ICT) to support meetings between agricultural researchers and farmers in rural Indonesia and researchers in Australia. We found that the primary constraints to ICT use in rural Indonesia are rarely technical, but rather relate to the knowledge, social and economic systems within which they are used. This study revealed how different local appropriations of email and mobile phone SMS clash, which often resulted in misunderstanding, frustration and reduced team cohesion and performance. This research contributes to understanding the role of ICT to enhance social inclusion of those in remote parts of developing countries.

© All rights reserved Hargreaves and Robertson and/or their publisher

p. 33-40

Black, Darren, Clemmensen, Nils Jakob and Skov, Mikael B. (2009): Supporting the supermarket shopping experience through a context-aware shopping trolley. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 33-40. Available online

Shopping in supermarkets is becoming an increasingly interactive experience as stores integrate technologies to support shoppers. While shopping is an essential and routine type of consumer behaviour, emerging technologies posses the qualities to change our behaviour and patterns while shopping. This paper describes CAST -- a context-aware shopping trolley designed to support the shopping activity in a supermarket through context-awareness and the acquiring of user attention. The design is based on understandings of supermarket shopping needs and behaviour derived from previous studies. The system supports customers in finding and purchasing products from a shopping list. A field evaluation showed that CAST affected the shopping behaviour and experience in more ways, e.g. more uniform behaviour in terms of product sequence collection, ease of finding products. However, they saved no significant time of the shopping activity.

© All rights reserved Black et al. and/or their publisher

p. 333-336

Hisham, Syariffanor (2009): Experimenting with the use of persona in a focus group discussion with older adults in Malaysia. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 333-336. Available online

Eliciting user-requirements from older adults -- especially amongst non-users -- can be challenging. This is due to the fact that older adults are varied in term of their functional abilities and experience with technology. The common User-centered design (UCD) techniques such as focus group and interviews were found to be less effective with older adults. Inspired by the benefits of persona in enhancing designer's attention through narrative and storytelling, the study reported in this paper tested persona as a communication tool in a focus group discussion with older adults in Malaysia. The study was carried out to gather Malaysian older adults' needs and requirements for the development of a prototype email application. Findings and feedbacks from the study shows that persona can be a potential technique to be applied in working with older adults. The use of persona in a focus group discussion does not only benefit the researchers and designers but also the participants -- particularly in building interest among non-users to embrace computers.

© All rights reserved Hisham and/or his/her publisher

p. 337-340

Segalowitz, Miri and Brereton, Margot (2009): An examination of the knowledge barriers in participatory design and the prospects for embedded research. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 337-340. Available online

Participatory design has the moral and pragmatic tenet of including those who will be most affected by a design into the design process. However, good participation is hard to achieve and results linking project success and degree of participation are inconsistent. Through three case studies examining some of the challenges that different properties of knowledge -- novelty, difference, dependence -- can impose on the participatory endeavour we examine some of the consequences to the participatory process of failing to bridge across knowledge boundaries -- syntactic, semantic, and pragmatic. One pragmatic consequence, disrupting the user's feeling of involvement to the project, has been suggested as a possible explanation for the inconsistent results linking participation and project success. To aid in addressing these issues a new form of participatory research, called embedded research, is proposed and examined within the framework of the case studies and knowledge framework with a call for future research into its possibilities.

© All rights reserved Segalowitz and Brereton and/or their publisher

p. 341-344

Hermann, Marc and Weber, Michael (2009): When three worlds collide: a model of the tangible interaction process. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 341-344. Available online

The design of Tangible Interfaces has already evolved since the first projects were developed. Frameworks and taxonomies have helped to understand the field of Tangible Interaction. But nevertheless the mental models of the interaction process with Tangible Interfaces seems to be surprisingly diverse. In this paper we present a comprehensive and generic model for interaction with the digital world through physical objects. Our goal is to model the complete process of interaction, to analyse existing design approaches using the model, and to gain a generic design aid for Tangible Interaction.

© All rights reserved Hermann and Weber and/or their publisher

p. 345-348

Buttfield-Addison, Paris, Lueg, Christopher and Manning, Jonathon (2009): The pile of least effort: supporting lived document management practices. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 345-348. Available online

This paper outlines early results from ethnographic research examining the ways people organise and manage their personal documents in an office, with a focus on people who engage in piling. The study encompassed in-depth interview data, questionnaire data and explorations of technology prototypes with participants. We build upon existing personal information management (PIM) research and develop a framework to encompass the real world of paper document management. In this paper, we highlight the challenges of being a piler, and suggest how they might be remedied or alleviated through design considerations for future support systems.

© All rights reserved Buttfield-Addison et al. and/or their publisher

p. 349-352

Kraal, Ben, Popovic, Vesna and Kirk, Philip J. (2009): Passengers in the airport: artefacts and activities. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 349-352. Available online

This study addresses the ordinary activities of passengers in airports. Using observational techniques we investigated how passenger activities are mediated by artefacts, in this the bags that people carry. The relationship between passengers and their bags is shown to be complex and contingent on many factors. We report on our early research in the airport and document an emerging taxonomy of passenger activity. The significance of this research is in the contribution made to an understanding of passenger activities which could contribute to the design of future technologies for passenger facilitation and to airport terminal design.

© All rights reserved Kraal et al. and/or their publisher

p. 353-356

Yang, Jason, Dekker, Andrew, Muhlberger, Ralf and Viller, Stephen (2009): Exploring virtual representations of physical artefacts in a multi-touch clothing design collaboration system. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 353-356. Available online

This paper describes a pilot study that investigates how a multi-touch system can support remote collaboration within the clothing design and manufacturing industries. We first examine and discuss the existing collaboration processes and issues found in the day-to-day operations of the clothing industry. To further refine our understanding of what forms of collaboration are important when discussing design and manufacturing techniques, we conducted an ethnographic study with fashion design students. Based on this background research, we designed, developed and evaluated a multi-touch gestural prototype interface. We conclude with reflections on whether collocated natural interactions can be extended remotely via technology.

© All rights reserved Yang et al. and/or their publisher

p. 357-360

Wilde, Danielle and Andersen, Kristina (2009): Doing things backwards: the OWL project. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 357-360. Available online

The OWL project is inspired by Arthur C. Clarke's Third Law of Technology Prediction: Any sufficiently advanced technology is indistinguishable from magic. It consists of a series of open and speculative body-devices designed without a pre-defined function and tested as design 'probes' in order to ascertain their functionality. While the initial forms emerge from an investigation of the body, their functionality are determined through use. The project fuses fine art and contemporary design processes to arrive at ambiguous outcomes whose functionality is being ascertained 'after the fact' through interviews, or 'probing'. While not necessarily antidesign, the methodology contrasts dramatically with traditional design processes, where the purpose and broad functionality of 'that which is being designed' is usually known in advance. It calls into question the validity of a traditional approach when trying to design 'sufficiently advanced technology'. In this paper we present our process and the theoretical scaffold that supports our underlying thinking. Our field of concerns includes enchantment and ambiguity as resources for design, encouraging 'magical thinking' and 'making strange'.

© All rights reserved Wilde and Andersen and/or their publisher

p. 361-364

Chen, Amy Yi-Chun, Bongers, Bert and Iedema, Rick (2009): Visual melodies interactive installation for creating a relaxing environment in a healthcare setting. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 361-364. Available online

This short paper presents an overview of our Visual Melodies installation through two of the themes we have created, the 'Sea Theme' and 'Night Sky Theme'. Visual Melodies utilises sound and moving images with the aim of inducing relaxation and stress relief. The key contribution of this project will be to create a relaxing and supportive therapeutic environment for visitors in healthcare settings. Participants will be able to sit on a sofa, listen to the music and control the moving images and sounds using wireless controllers. A computer programme has also been developed to interface sensors with animations, allowing people to interact and play with the installation.

© All rights reserved Chen et al. and/or their publisher

p. 365-368

Seevinck, Jennifer and Edmonds, Ernest (2009): Open in art, nature and emergence. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 365-368. Available online

The interactive art system +-now is modelled on the openness of the natural world. Emergent shapes constitute a novel method for facilitating this openness. With the art system as an example, the relationship between openness and emergence is discussed. Lastly, artist reflections from the creation of the work are presented. These describe the nature of open systems and how they may be created.

© All rights reserved Seevinck and Edmonds and/or their publisher

p. 369-372

Kjeldskov, Jesper, Paay, Jeni, O'Hara, Kenton, Smith, Ross and Thomas, Bruce (2009): FrostWall: a dual-sided situated display for informal collaboration in the corridor. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 369-372. Available online

FrostWall is designed to support collegial communication and collaboration within a co-located work environment by facilitating and encouraging informal information exchange in the corridors of a workplace using large situated displays. FrostWall displays provide a flexible display area between the inside of a private office workspace and the public corridor outside it. FrostWall uses "frosting" of glass windows and partitions between private and public workspaces in combination with projectors to create a display area that is effectively dual-sided: readable and operable from both sides. In addition to facilitating informal digital communication and information exchange between co-workers, this situated display area also provides a venue for playfulness and personal expression enhancing social cohesion between colleagues. FrostWall is also a unique vehicle for future research into interaction design for dual-sided interfaces.

© All rights reserved Kjeldskov et al. and/or their publisher

p. 373-376

Wiesner, Kevin, Foth, Marcus and Bilandzic, Mark (2009): Unleashing creative writers: situated engagement with mobile narratives. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 373-376. Available online

The emergence of sophisticated multimedia phones in combination with improvements to the mobile Internet provides the possibility to read texts and stories on mobile handsets. However, the question is, how to adapt stories in order to take advantage of the user's mobility and create an engaging and appealing experience. To address these new conditions, a Mobile Narrative was created and access to individual chapters of the story was restricted. Authors can specify constraints, such as a location or time, which need to be met by the reader if they want to read the story. This concept allows creative writers of the story to exploit the fact that the reader's context is known, by intensifying the user experience and integrating this knowledge into the writing process. Interviews with authors and creative writers and two user studies explored the effects of this way of writing on both parties. The paper presents our preliminary research findings discussing this new experience that was found to be exciting and interesting by both sides.

© All rights reserved Wiesner et al. and/or their publisher

p. 377-380

Seeburger, Jan and Schroeter, Ronald (2009): Disposable maps: ad hoc location sharing. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 377-380. Available online

The gathering of people in everyday life is intertwined with travelling to negotiated locations. As a result, mobile phones are often used to rearrange meetings when one or more participants are late or cannot make it on time. Our research is based on the hypothesis that the provision of location data can enhance the experience of people who are meeting each other in different locations. This paper presents work-in-progress on a novel approach to share one's location data in real-time which is visualised on a web-based map in a privacy conscious way. Disposable Maps allows users to select contacts from their phone's address book who then receive up-to-date location data. The utilisation of peer-to-peer notifications and the application of unique URLs for location storage and presentation enable location sharing whilst ensuring users' location privacy. In contrast to other location sharing services like Google Latitude, Disposable Maps enables ad hoc location sharing to actively selected location receivers for a fixed period of time in a specific given situation. We present first insights from an initial application user test and show future work on the approach of disposable information allocation.

© All rights reserved Seeburger and Schroeter and/or their publisher

p. 381-384

Schroeter, Ronald and Foth, Marcus (2009): Discussions in space. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 381-384. Available online

In-place digital augmentation enhances the experience of physical spaces through digital technologies that are directly accessible within that space. This can take place in many forms and ways, e.g., through location-aware applications running on the individuals' portable devices, such as smart phones, or through large static devices, such as public displays, which are located within the augmented space and accessible by everyone. The hypothesis of this study is that in-place digital augmentation, in the context of civic participation, where citizens collaboratively aim at making their community or city a better place, offers significant new benefits, because it allows access to services or information that are currently inaccessible to urban dwellers where and when they are needed: in place. This paper describes our work in progress deploying a public screen to promote civic issues in public, urban spaces, and to encourage public feedback and discourse via mobile phones.

© All rights reserved Schroeter and Foth and/or their publisher

p. 385-388

Jones, Christian Martyn and Willis, Matthew (2009): Edutainment in the field using mobile location based services. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 385-388. Available online

The explorer project provides educational tours and activities to schoolchildren using existing low cost technologies. The activities take place in environmentally sensitive and remote locations and are based around a proven curricula developed in collaboration with Queensland schools. To undertake the activities, smart phones are provided to students that are pre-loaded with GPS driven software that guides them through each task. Tasks are triggered by the student's proximity to field locations (using GPS coordinates). Students are directed to observe, collect, analyse and report data by utilising the features of the device, such as the in built camera, location services, text, handwriting and sketch entry, and the audio and video capabilities of the device. Data collated by students is uploaded to a secure server on completion of the tasks. All data is made available to students via the server for inclusion in reports, assessment items and for sharing and blogging on social networking sites. The project will assess changes to learning outcomes, and student attitudes and values towards the environment, comparing the experience of students using the explorer device with traditional paper-based descriptions and reporting. Results of the explorer project will help inform the development of future location-based technologies for field-based education.

© All rights reserved Jones and Willis and/or their publisher

p. 389-392

Lee, Chao-Lung, Cheng, Yun-Maw, Lee, Da, Lin, Ming-Wei, Chen, Li-Chieh and Sandnes, Frode E. (2009): The exploration of non-visual interaction for social proximity applications in a Taiwanese night market. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 389-392. Available online

Social Proximity Applications (SPAs) has been an emerging hot topic in recent mobile research communities. However, the traditional SPA interfaces rely on heavy interaction load in visual attention. This is always problematic when people are on the move. This paper describes our research-in-progress in designing and developing a suitable SPA interface for the use in a night market. Night markets embody a distinct cultural habitat for social life in Taiwan. Visitors are continuously bombarded with surrounding information. The results showed our non-visual interaction approach could be a successful means in user interfaces in this type of situations.

© All rights reserved Lee et al. and/or their publisher

p. 393-396

Hamilton, Jillian (2009): OurPlace: the convergence of locative media and online participatory culture. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 393-396. Available online

The trans-locative potential of the Internet has driven the design of many online applications. Online communities largely cluster around topics of interest, which take precedence over participants' geographical locations. The site of production is often disregarded when creative content appears online. However, for some, a sense of place is a defining aspect of creativity. Yet environments that focus on the display and sharing of regionally situated content have, so far, been largely overlooked. Recent developments in geo-technologies have precipitated the emergence of a new field of interactive media. Entitled locative media, it emphasizes the geographical context of media. This paper argues that we might combine practices of locative media (experiential mapping and geo-spatial annotation) with aspects of online participatory culture (uploading, file-sharing and search categorization) to produce online applications that support geographically 'located' communities. It discusses the design considerations and possibilities of this convergence, making reference to an example, OurPlace 3G to 3D, which has to date been developed as a prototype. It goes on to discuss the benefits and potential uses of such convergent applications, including the co-production of spatial-temporal narratives of place.

© All rights reserved Hamilton and/or his/her publisher

p. 397-400

Pelling, Chris, Sko, Torben and Gardner, Henry J. (2009): Be careful how you point that thing: Wiimote aiming for large displays. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 397-400. Available online

Previous work demonstrated that the Wii Remote (Wiimote) can be used as a control device for large displays by the use of multiple sensor bars. While this work showed the system to perform quite successfully, the limited vertical aiming range of the Wiimote was noted to be a shortcoming and, to address this issue, an accelerated aiming technique was introduced. The present work extends the study of Wiimote aiming for large displays by implementing two further techniques that consider relative movements and clutching. User testing is conducted and the results from all three techniques show that clutching performed worst while the absolute and relative techniques could not be statistically differentiated.

© All rights reserved Pelling et al. and/or their publisher

p. 401-404

Luca, Alexander De, Frauendienst, Bernhard, Boring, Sebastian and Hussmann, Heinrich (2009): My phone is my keypad: privacy-enhanced PIN-entry on public terminals. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 401-404. Available online

More and more services are available on public terminals. Due to their public location and permanent availability, they can easily fall victim to manipulation. These manipulations mostly aim at stealing the customers' authentication information (e.g. bank card PIN) to gain access to the victims' possessions. By relocating the input from the terminal to the users' mobile device, the system presented in this paper makes the authentication process resistant against such manipulations. In principle, this relocation makes PIN entry more complex, with a tendency to worse usability. In this paper, we present the concept as well as an evaluation that has been conducted to study the trade off between usability and security. The results show that users apparently are willing to accept a certain increase of interaction time in exchange for improved security.

© All rights reserved Luca et al. and/or their publisher

p. 405-408

Dalgarno, Barney, Kennedy, Gregor and Bennett, Sue (2009): Using brain imaging to explore interactivity and cognition in multimedia learning environments. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 405-408. Available online

Recent educational models of computer-based interactivity stress the important role of a learner's cognition. It has been suggested that interactive learning tasks carried out in the context of an authentic, problem-based scenario will result in deeper elaborative cognitive processing leading to greater conceptual understanding of the material presented. Research methods that have been used to investigate cognition and learning have traditionally included self-report questionnaires, focus groups, interviews and think-aloud protocols and, more recently in computer-based settings, interaction log file or 'audit trail' analysis. While all of these techniques help researchers understand students' learning processes, all are limited in that they rely either on self-report or behavioural information to speculate about the cognitive activity of users. The use of functional brain imaging techniques has the potential to address this limitation. Drawing on issues encountered during a recent study using Functional Magnetic Resonance Imaging (fMRI), this paper discusses the methodological issues involved in the use of these techniques for exploring interactivity and cognition. Initial results comparing brain activation when exploring an interactive simulation with brain activation when using an equivalent tutorial program, for a single participant, are presented in order to provide information about the feasibility of the proposed methodological approach.

© All rights reserved Dalgarno et al. and/or their publisher

p. 409-412

Fitz-Walter, Zachary and Tjondronegoro, Dian (2009): Simple classification of walking activities using commodity smart phones. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 409-412. Available online

People interact with mobile computing devices everywhere, while sitting, walking, running or even driving. Adapting the interface to suit these contexts is important, thus this paper proposes a simple human activity classification system. Our approach uses a vector magnitude recognition technique to detect and classify when a person is stationary (or not walking), casually walking, or jogging, without any prior training. The user study has confirmed the accuracy.

© All rights reserved Fitz-Walter and Tjondronegoro and/or their publisher

p. 41-48

Brown, Andrew R., Dillon, Steve, Kerr, Thorin and Sorensen, Andrew (2009): Evolving interactions: agile design for networked media performance. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 41-48. Available online

Network Jamming systems provide real-time collaborative performance experiences for novice or inexperienced users. In this paper we will outline the interaction design considerations that have emerged during evolutionary development cycles of the jam2jam Network Jamming software. In particular we have used agile software design as a research method exploring the co-evolution of features and usability. Several significant iterations of the jam2jam software are presented as case studies and we outline the how core experiences and meaningful engagement has been maintained whilst enhancing user experience and skill develop opportunities. We outline design considerations that support engagement of young people around digital media performance especially in the areas of community arts and education.

© All rights reserved Brown et al. and/or their publisher

p. 413-416

Barker, Tom, Haeusler, M. Hank, Maguire, Frank and McDermott, Jason (2009): Investigating political and demographic factors in crowd based interfaces. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 413-416. Available online

Techniques that enable groups of people to control or influence digital system applications collectively have been greatly facilitated through the emergence of faster and better image processing and sensing technologies. This paper considers design issues that relate to crowd or group based user interfaces. One key difference when comparing group interface design with one-on-one user interfaces, is that a group format raises issues of digital political determinism within the system algorithms. These include the impact of an individual's weighting within the group; problems relating to inclusivity across certain user groups; and communication of appropriate user interaction to a diverse audience. These issues were explored by the authors' research using an anamorphic, anthropomorphic experimental display screen in a public location. An input mechanism was developed employing human facial expression analysis, to deliver emotionally expressive visual feedback.

© All rights reserved Barker et al. and/or their publisher

p. 417-420

Hur, Yeup and Feltham, Frank G. (2009): Urban Kinesic: a gestural interface for the expression of emotions through bodily movements. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 417-420. Available online

This research through design project presents Urban Kinesic (UrK), a hand held device that enables the expression of emotion through gestural dance movement. Expressive body movement is another interaction and communication channel in our analogue world. We know this from how a gesture can support speech in a face-to-face conversation. To this end the authors firstly observed how expressive movement is used in expressive dance. Findings from these observations informed the design of the UrK, which is a curious electronic device with a silicon skin. It communicates via Bluetooth with a network and uses multi-modal channels such as haptics, vibration and heat transfer to indicate its functional states. In use, the UrK is tracked using an accelerometer to initiate sound modulations that accompany an expressive dance movement. This paper gives an account of the design, development and initial user findings of the UrK with a dance troupe, which reveals some interesting initial insights into the expressive nature of the activity it enables, due to its design.

© All rights reserved Hur and Feltham and/or their publisher

p. 421-424

Gibert, Guillaume, Pruzinec, Martin, Schultz, Tanja and Stevens, Catherine (2009): Enhancement of human computer interaction with facial electromyographic sensors. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 421-424. Available online

In this paper we describe a way to enhance human computer interaction using facial Electromyographic (EMG) sensors. Indeed, to know the emotional state of the user enables adaptable interaction specific to the mood of the user. This way, Human Computer Interaction (HCI) will gain in ergonomics and ecological validity. While expressions recognition systems based on video need exaggerated facial expressions to reach high recognition rates, the technique we developed using electrophysiological data enables faster detection of facial expressions and even in the presence of subtle movements. Features from 8 EMG sensors located around the face were extracted. Gaussian models for six basic facial expressions -- anger, surprise, disgust, happiness, sadness and neutral -- were

© All rights reserved Gibert et al. and/or their publisher

p. 425

Tomitsch, Martin, Moere, Andrew Vande and Yuille, Jeremy (2009): Introducing the OZCHI 24-hour design challenge. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. p. 425. Available online

For the first time OZCHI was preceded by a student design challenge this year. In line with the conference theme the challenge was organised as two 24-hour events. The first event took place online before the conference. Students from around the world were invited to create a solution for a specific design problem within 24 hours. The top two entries received a travel scholarship for attending OZCHI 2009. The second 24-hour event takes place in Melbourne. All students attending the conference are invited to participate in this challenge. Entries are exhibited during the main conference and the winners will be determined based on audience voting.

© All rights reserved Tomitsch et al. and/or their publisher

p. 427-428

Staud, Philip and Wang, Rui (2009): Palmap: designing the future of maps. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 427-428. Available online

This paper introduces Palmap, which was designed and prototyped for the OZCHI 2009 24 Hour Design Challenge. It presents a design concept how navigation systems and maps could be used in the future. Background research and semi-structured interviews have been conducted to assess current status and to identify problems of maps and navigation. Palmap is an augmented reality (AR) based concept that focuses on gesture-based interaction. This concept is built on the assumption that, in the future, it will be possible to project rich virtual visual information directly into the eye of the user. Interactions would be possible with a virtual assistant and information projected on their palm. Three distinct interactions are described, namely selecting an option, displaying the 'next' and 'previous' options and a 'Total Immersion' function. The evaluation of the concept showed that participants were excited about the possibilities of this concept.

© All rights reserved Staud and Wang and/or their publisher

p. 429-430

Kelly, Lorelei, Reeder, Sarah, Wang, Xuan and Morse, Susan Coleman (2009): StoryTime: experiencing place through history. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 429-430. Available online

In this paper, we present our vision of the future of maps. Story Time is a system of geographically associated "stories" as told by the people who experienced them. Story Time allows visitors to a location to explore a place from a new perspective, providing insight into the lives of those who live there. We focus on individual access to stories recorded by others, and present Story Time through use of an e-paper interaction concept.

© All rights reserved Kelly et al. and/or their publisher

p. 431-432

Chahine, Tamara, Chang, Joanna, Dawson, Oliver and Yambe, Ryo (2009): Artography: mapping social experiences as public art. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 431-432. Available online

This paper outlines our submission to the OZCHI 2009 24-hour online design challenge. The goal of the project was to explore ways of enhancing user engagement with current maps. For the purposes of the design challenge, the concept was to be centred in the city of Melbourne. Our proposed map displays user interactions with the city in a way that constructs points of interest that are constantly changing based on these interactions. Displayed on a screen in Melbourne's CBD, this map brings together everyday flows of movement within the city and allows people to interact with the map using mobile devices.

© All rights reserved Chahine et al. and/or their publisher

p. 49-56

Wadley, Greg, Gibbs, Martin R. and Ducheneaut, Nicolas (2009): You can be too rich: mediated communication in a virtual world. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 49-56. Available online

Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several VWs have recently introduced voice. While research has demonstrated benefits of voice, its introduction into the popular VW Second Life (SL) was controversial, and some users have rejected it. In order to understand the benefits and problems that voice brings to virtual worlds, we used qualitative methods to gather data from SL users and analyse it. We discuss our results in the light of media-richness theory and its critiques, arguing that preferences for voice or text reflect a broader problem of managing social presence in virtual contexts.

© All rights reserved Wadley et al. and/or their publisher

p. 57-64

Mueller, Florian 'Floyd', Agamanolis, Stefan, Vetere, Frank and Gibbs, Martin (2009): Brute force interactions: leveraging intense physical actions in gaming. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 57-64. Available online

People use a wide range of intensity when interacting with computers, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions restrained to limited force and do not consider extreme physical and brutal interactions, such as those encountered in contact sports. We present an exploration on the topic of "Brute Force" that aims to support researchers and designers who want to leverage the benefits of such forceful interactions. We present the results of a survey on this topic and describe how the salient themes could be used to inspire design work, in particular in a mediated environment, augmented with computing technology. We describe how the themes inspired certain features, and how technological limitations were overcome during this process. We hope with our work we can encourage designers to expand their range of supported interactions to include these physically intense behaviors we call Brute Force that are exhibited in many activities in people's lives.

© All rights reserved Mueller et al. and/or their publisher

p. 65-72

Li, Jane and O'Hara, Kenton (2009): Understanding distributed collaboration in emergency animal disease response. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 65-72. Available online

There is an increasing interest in CSCW systems for supporting emergency and crisis management. In this paper we explore work practices in emergency animal disease management focusing on the high-level analysis and decision making of the Australian Consultative Committee for Emergency Animal Disease (CCEAD) -- a geographically distributed committee established to recommend action plans during animal disease outbreak. Our findings explore the ways in which they currently share and analyse information together, focusing in particular on their teleconferencing mediated meetings. Our findings highlight factors relating to the time pressure of the task, diverse configuration of the group and asymmetrical settings and how these influence the groups information sharing and communication. We use the findings to discuss implications for collaboration technologies that could support the group and broader implications for similarly structured work groups.

© All rights reserved Li and O'Hara and/or their publisher

p. 73-80

Broughton, Michael, Paay, Jeni, Kjeldskov, Jesper, O'Hara, Kenton, Li, Jane, Phillips, Matthew and Rittenbruch, Markus (2009): Being here: designing for distributed hands-on collaboration in blended interaction spaces. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 73-80. Available online

This paper describes a concept for supporting distributed hands-on collaboration through interaction design for the physical and the digital workspace. The Blended Interaction Spaces concept creates distributed work environments in which collaborating parties all feel that they are present "here" rather than "there". We describe thinking and inspirations behind the Blended Interaction Spaces concept, and summarize findings from fieldwork activities informing our design. We then exemplify the Blended Interaction Spaces concept through a prototype implementation of one of four concepts.

© All rights reserved Broughton et al. and/or their publisher

p. 81-88

Sadler, Kirsten, Robertson, Toni and Kan, Melanie (2009): Exploring the project transitions and everyday mobile practices of freelancers: emergent concepts from empirical studies of practice. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 81-88. Available online

We present analytic concepts that emerged from field studies of the everyday practices of Film and Television Freelancers. We categorised the freelancers' mobile practices into two dimensions: the interplay of flux and stability, and the interplay of the macro and the micro. These dimensions emphasised two key practices that the freelancers engaged in while using technologies to manage change in their lives: sustaining and transitioning practices. These concepts structure our findings in a way that may provide technology designers and researchers with a useful conceptual tool. These concepts draw attention to two aspects that have been little explored in the literature on understanding mobile practices. Firstly, the everyday uses of technologies to manage transitions between longer term durations of practices. Secondly, the integral role of stable contexts, beyond remote work spaces alone, for supporting and shaping mobile practices.

© All rights reserved Sadler et al. and/or their publisher

p. 89-96

Siek, Katie A., LaMarche, Jeffrey S. and Maitland, Julie (2009): Bridging the information gap: collaborative technology design with low-income at-risk families to engender healthy behaviors. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 89-96. Available online

The leading cause of death in the United States is cardiovascular disease. Formative studies have shown that technological interventions may help effect lifestyle changes, however there has been minimal research to ascertain appropriate interventions for at risk, low-income populations. We conducted two participatory-based design workshops with nine caregivers and thirteen children to help determine suitable interventions for an at-risk low socioeconomic population. The major themes that emerged from the workshop for caregivers were their need for assistive systems that would help with everything from parenting to budgeting time and resources. Researchers in human computer interaction would benefit from our findings by developing a holistic sense of barriers encountered by low-income families to improve their health. We conclude the paper with a discussion of design implications.

© All rights reserved Siek et al. and/or their publisher

p. 9-16

Satchell, Christine and Dourish, Paul (2009): Beyond the user: use and non-use in HCI. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 9-16. Available online

For many, an interest in Human-Computer Interaction is equivalent to an interest in usability. However, using computers is only one way of relating to them, and only one topic from which we can learn about interactions between people and technology. Here, we focus on not using computers -- ways not to use them, aspects of not using them, what not using them might mean, and what we might learn by examining non-use as seriously as we examine use.

© All rights reserved Satchell and Dourish and/or their publisher

p. 97-104

Ellis, Kirsten (2009): Multimedia for primary school children learning sign language. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 97-104. Available online

This research explores the design, development and user testing of a purpose built multimedia resource to assist hearing children in Primary school to learn Australian Sign Language (Auslan). The multimedia application consists of vocabulary instruction, a story, song, game and a series of questions. Children's preferences for characters and activities are investigated as are their opinion on the most appropriate number of signs per session and their enjoyment of learning Auslan in a multimedia environment.

© All rights reserved Ellis and/or his/her publisher




 

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