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Research stay at


    Israel Gutiérrez
Leuven
Stay at KU Leuven
Stay at KU Leuven
KU Leuven
HCI - ariadne group
Plan for the stay

• Work on classON improvements
 • Visualizations (e.g. replay)
 • Gamification
 • Experiment

          http://gootyfer.com/aachen-impress/
But...
• Different class methodology for a
  experiment
• Find a topic that was useful for both groups
• Get feedback from other research groups
 • RTWH Aachen
 • OUNL (Herleen)
What to do?
• Comparison of STEP UP! and classON data
 • questions vs. social
 • in class vs. after class
• Multitouch table to visualize data for
  teachers
• Learn HCI principles
Related to the
work of Judy Kay


 http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
Ambient displays
         • Peripheral
         • Not the main focus of user attention
         • No distraction
         • Used for
          • Awareness
          • Behavior change
Borner et al. (2012) Beyond the channel: A literature review on ambient displays for learning. C&E
Design of persuasive
             ambient displays
        • Incentive system: peer pressure and social
             facilitation
        • Make digital representation meaningful
             (metaphor)
        • Design feedback loop
        • Interaction management
Tatsuo Nakajima ,Vili Lehdonvirta. (2011) Designing motivation using persuasive ambient mirrors.
                              Personal and ubiquitous computing.
Design strategies
        • Abstract &                               • Positive
            Reflective
                                                   • Controllable
        • Unobstrusive
                                                   • Trending /
        • Public                                       Historical

        • Aesthetic                                • Comprehensive
Sunny Consolvo , David W McDonald , James A Landay (2009). Theory-driven design strategies for
              technologies that support behavior change in everyday life. CHI’09
Design and Evaluation
          using Activity Theory
         •   Scope: 1 activity

         •   Criticality: not critical

         •   Class of activity: horizon

             •   Appeal (usability + aesthetics): high impact

             •   Learnability: match user expectations

             •   Awareness: info interesting to the user

             •   Distraction: designed to be low

             •   Effect of breakdowns: not important
Tara Lynn Matthews, Tye Lawrence Rattenbury & Scott Alan Carter (2007). Defining, Designing, and
            Evaluating Peripheral Displays: An Analysis Using Activity Theory. CHI’07
What we planned

• Ambient displays
• TiNYARM dataset
• Awareness, reflection, sense-making,
  behavior change model
• Develop a prototype + experiment
Ideas for the display

• SNA for paper suggestion
• Activity and deadlines in a timeline
• Most read papers timeline
• Gauge relating activity + quality
• Hangman... !?
Gamification
• Applying game design and mechanics in
  non-game contexts
• Metaphors for displays based using game
  mechanics
• Engage in the use of the system
• Engage in the activity
GambientFication
Ambient displays + Gamification + Analytics
Experiment

• Use iPads as ambient displays
 • Use during working hours
 • Use a holder as a photo frame
• 10 last days of the stay
• Ariadne members
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Evaluation
• Pre and post test
• Awareness in the short/medium/long term
• Appeal (usability + aesthetics)
• Distraction
• User perception
• Awareness/reflection/sense-making/
  behavior change
What’s next?
• Finish evaluation
• Analyse data to confirm hypothesis
• Skype/Hangout? with KUL members to
  present the results of the stay
• Other experiment at UC3M?
• Apply results to the TEL context
Interactive Visualization:
paper recommendations
Application to TEL

• Ambient displays
• Games
 • Hangman
 • Risk
• Visualizations
Application to
          gradient
• HCI methodology
• Short effective meetings :)
• Free coffee :))
• Ping pong :)))
Thanks for your
 participation

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Stay at KU Leuven

  • 1. Research stay at Israel Gutiérrez
  • 7. Plan for the stay • Work on classON improvements • Visualizations (e.g. replay) • Gamification • Experiment http://gootyfer.com/aachen-impress/
  • 8. But... • Different class methodology for a experiment • Find a topic that was useful for both groups • Get feedback from other research groups • RTWH Aachen • OUNL (Herleen)
  • 9. What to do? • Comparison of STEP UP! and classON data • questions vs. social • in class vs. after class • Multitouch table to visualize data for teachers • Learn HCI principles
  • 10. Related to the work of Judy Kay http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
  • 11. Ambient displays • Peripheral • Not the main focus of user attention • No distraction • Used for • Awareness • Behavior change Borner et al. (2012) Beyond the channel: A literature review on ambient displays for learning. C&E
  • 12. Design of persuasive ambient displays • Incentive system: peer pressure and social facilitation • Make digital representation meaningful (metaphor) • Design feedback loop • Interaction management Tatsuo Nakajima ,Vili Lehdonvirta. (2011) Designing motivation using persuasive ambient mirrors. Personal and ubiquitous computing.
  • 13. Design strategies • Abstract & • Positive Reflective • Controllable • Unobstrusive • Trending / • Public Historical • Aesthetic • Comprehensive Sunny Consolvo , David W McDonald , James A Landay (2009). Theory-driven design strategies for technologies that support behavior change in everyday life. CHI’09
  • 14. Design and Evaluation using Activity Theory • Scope: 1 activity • Criticality: not critical • Class of activity: horizon • Appeal (usability + aesthetics): high impact • Learnability: match user expectations • Awareness: info interesting to the user • Distraction: designed to be low • Effect of breakdowns: not important Tara Lynn Matthews, Tye Lawrence Rattenbury & Scott Alan Carter (2007). Defining, Designing, and Evaluating Peripheral Displays: An Analysis Using Activity Theory. CHI’07
  • 15. What we planned • Ambient displays • TiNYARM dataset • Awareness, reflection, sense-making, behavior change model • Develop a prototype + experiment
  • 16. Ideas for the display • SNA for paper suggestion • Activity and deadlines in a timeline • Most read papers timeline • Gauge relating activity + quality • Hangman... !?
  • 17. Gamification • Applying game design and mechanics in non-game contexts • Metaphors for displays based using game mechanics • Engage in the use of the system • Engage in the activity
  • 18. GambientFication Ambient displays + Gamification + Analytics
  • 19. Experiment • Use iPads as ambient displays • Use during working hours • Use a holder as a photo frame • 10 last days of the stay • Ariadne members
  • 25. Evaluation • Pre and post test • Awareness in the short/medium/long term • Appeal (usability + aesthetics) • Distraction • User perception • Awareness/reflection/sense-making/ behavior change
  • 26. What’s next? • Finish evaluation • Analyse data to confirm hypothesis • Skype/Hangout? with KUL members to present the results of the stay • Other experiment at UC3M? • Apply results to the TEL context
  • 28. Application to TEL • Ambient displays • Games • Hangman • Risk • Visualizations
  • 29. Application to gradient • HCI methodology • Short effective meetings :) • Free coffee :)) • Ping pong :)))
  • 30. Thanks for your participation

Editor's Notes