CUO Social Spaces presenting at CHI2015 in Seoul

Several researchers from CUO | Social Spaces will be presenting their work in Seoul from 18-23 April at this year’s CHI2015, the world’s leading conference on Human Computer Interaction. Five submissions were accepted for the very competitive Papers and Notes track, which has an acceptance rate of 23%. Furthermore two works-in-progress will be presented as a poster, as well as several workshop contributions. On top of that, Rob van Roy will be helping out at the conference as Student Volunteer.

Here is the full list of accepted Papers, Notes and Works-in-Progress from CUO | Social Spaces (the full conference program can be found on the CHI2015 website):

TUIkit: Evaluating Physical and Functional Experiences of Tangible User Interface Prototypes (Jorick Vissers & David Geerts)

This paper describes TUIkit, a new method for evaluating both physical and functional experiences of users with early TUI prototypes. By means of a study to evaluate interactive dice prototypes, TUIkit’s appropriateness for tracing the effect of different physical attributes (e.g. shape, size, weight, material, texture) on the functional and thus overall user experience was investigated. The results show that separating physical and functional experiences first and joining these afterwards, enhanced the evaluation of TUI prototypes. By applying this approach, participants became more aware of how they physically experienced the prototypes, rather than focusing solely on the functional value of the prototypes. This awareness supports earlier studies that suggest that TUIs consist of more than just interaction, and that form and materiality has a strong impact on their user experience. Finally, we suggest some future adjustments of the TUIkit method.

Multimodal Analysis in Participatory Design with Children: A Primary School Case Study (Jan DerbovenMaarten Van MechelenKarin Slegers)

We describe a multimodal method for the analysis of co-design outcomes in participatory design (PD) with children. The multimodal approach we take allows researchers to treat both verbal (notes, writings) and tangible material out-comes as complementary ways of communicating design ideas. We argue that an integrated approach in which both PD outcomes are compared and contrasted can result in a richer analysis, in which underlying values can be identified more clearly. To illustrate the method, we describe a PD process with primary school children.

The Fun-Serious Ambiguity in Educational Games (Jan Derboven, Bieke Zaman, Jorick Vissers, David Geerts, Dirk De Grooff)

We describe a study of Monkey Tales, an educational game targeted at primary school children. Starting from the assumption that all meaning is socially constructed, we focus our attention on the way an educational game, and its balance between fun and serious aspects, is constructed in public texts (game manufacturer’s communication and game reviews) and in individual use (the way players and their parents talk about the game). Through an analysis of public texts and individual use, we show how the balance between the fun and the serious in Monkey Tales is constructed in different ways.

Controlling In-The-Wild Evaluation Studies (Sandy Claes, Niels Wouters, Karin Slegers, Andrew Vande Moere)

In this paper, we investigate the potential of controlled in-the-wild studies as an evaluation methodology that merges the benefits of lab-based and in-the-wild studies. Our exploratory investigation builds upon a comparative, between subject experiment benchmarking different interaction features of a custom public installation that visualized a series of urban datasets. In order to evaluate the usefulness of the in-the-wild versus the controlled in-the-wild methodologies, we compared the resulting findings in terms of participant engagement, insight generation, and social interaction. We propose that a controlled in-the-wild study offers a viable alternative when evaluating more complex interaction methods in public space, hereby potentially reducing the practical efforts of in-the-wild studies to involve participants.

Using Game Principles in UX Research: A Board Game for Eliciting Future User Needs (Karin Slegers, Sanne Ruelens, Jorick Vissers, Pieter Duysburgh)

This paper presents a board game approach as a UX research technique to assess potential user experiences regarding a future product. It discusses how the use of a board game may provide a) a safe research environment in which participants feel comfortable to share their thoughts and experiences in a group setting, and b) a tool to facilitate users to think about their needs regarding a future product. The use of the board game approach is illustrated by a case study in the context of developing a new train information system. The design of the board game that was used is described in detail, as well as how the game was used to elicit potential future experiences. A survey amongst the participants showed that the board game was appreciated as a surprising, pleasant and ‘safe’ research method.

Work in Progress

Duysburgh, Pieter, Slegers, K., Mouws, Karen, Nouwen, M. (2015). Playful Sounds From The Classroom: What Can Designers of Digital Music Games Learn From Formal Educators?. ACM SIGCHI Conf. on Human Factors in Computing Systems (CHI’15), Seoul, South Korea: ACM.

Claes, Sandy , Coenen, Jorgos , Slegers, K. & Andrew Vande Moere (2015). Design Implications of a Casual Health Visualization on Tangible Displays. ACM SIGCHI Conf. on Human Factors in Computing Systems (CHI’15). Seoul, South Korea: ACM.

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