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Thinkering for Design and Emotions Research

Santosh Basapur, Anijo Mathew
2019 Zenodo  
Prototyping not only helps demonstrate new concepts and show design vision but also aids quick turn-around concept validation and usability tests. This workshop is about investigating "Thinkering" as a methodology to support design research in emotions. As we all know, designers generally think while doing and talk through their concepts - be it sketches, physical models or virtual interaction visualizations. So Thinkering (tinkering while thinking) is a method that suggests using this innate
more » ... well as learned aptitude of designers for design research. This workshop proposes use of Thinkering as a possible method to explore the opportunities and challenges.
doi:10.5281/zenodo.2608918 fatcat:boq5vb5kwfdfjphf3ajrmtkhle

Drawing the city

Frank Bentley, Henriette Cramer, William Hamilton, Santosh Basapur
2012 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems - CHI '12  
In building location-based services, it is important to present information in ways that fit with how individuals view and navigate the city. We conducted an adaptation of the 1970s Mental Maps study by Stanley Milgram in order to better understand differences in people's views of the city based on their backgrounds and technology use. We correlated data from a demographic questionnaire with the map data from our participants to perform a first-of-its-kind statistical analysis on differences in
more » ... hand-drawn city maps. We describe our study, findings, and design implications for location-based services.
doi:10.1145/2207676.2208282 dblp:conf/chi/BentleyCHB12 fatcat:trkcieqdoraqbmwsjdrze2pmli

StoryPlace.Me

Frank Bentley, Santosh Basapur
2012 Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts - CHI EA '12  
We describe our research path that took us from studying communication needs across distance and generations, to a small-scale study of a person-toperson location-based video service, and finally to a public beta of StoryPlace.me which extends this service to support public video sharing and historical content. The process was not a clear, linear design path, but one of an unexpected change in focus that resulted in the current service which goes beyond the original vision of tools for
more » ... erational communication. We will describe our research methods as well as key findings from each step of our journey and conclude with implications for similar product concept generation activities. of literature in providing the case study of the creation of the StoryPlace.me system, an asynchronous, location-based video sharing platform for Android smartphones. We began our work with no particular interest in location-based video sharing, but in systems to support communication between generations over a distance. We started by investigating current practices of communication over a distance in order to better understand the opportunity space as well as to be inspired to create new systems with a grounding in actual practices. America's population is aging as baby boomers grow older. The US Census Bureau estimates that by 2030 one in five Americans will be over the age of 65 [10]. This trend is also occurring globally, with Europe's mean age increasing at an even faster rate due to declining birth rates [7] . In combination with these demographic trends is the growth of retirement destinations that are expanding even through the current recession. Additionally, a more mobile workforce has caused many adult children to move away from their hometowns. As of 1993, 43% of American adults lived more than an hour away from their parents [20] and this number is increasing as large retirement communities in Florida, Arizona, and Nevada are attracting hundreds of thousands of seniors. As these seniors and their children move apart, communication becomes less frequent [12] . We are interested in the ways that seniors can feel more connected to the people that they care about while living at a distance with the resulting decrease of inperson contact. Connectedness is a complex concept to unpack. Social network theorists often define connections between individuals in terms of frequency, duration, and direction of communication [11] . Simplistically, cohesion in a group can be inferred by the amount of communication that occurs [2] . However, all communication does not hold an equal weight. Doing even a short activity together is often seen as more memorable and more conducive to relationship building than a similar length phone call. We are interested in the specifics of interactions that are more impactful and memorable than others, and how we can create these types of situations over a distance. As measurements, metrics, and methodologies for establishing connectedness are not well established [26], we embarked on a mixed-methods study focused on understanding current communication practices and needs of seniors living approximately 1,000 miles (1600 km) from their adult children. We then used findings from this study to inspire the design of new communications applications and services to help these relationships stay strong despite the factor of distance. We created a rapid functional prototype of one of the design ideas, tested it in the field and then created a public beta system based on extensions to this basic concept. This pattern of research, ideation, rapid prototyping, and field-testing of new concepts has been used successfully in previous projects in our lab (e.g. [5]). The remainder of this paper will discuss each of these phases and will conclude with implications for the design process based on our experience. Related Work Related work on intergenerational communication and mobile systems to support awareness and communication span several disciplines and many decades of research. Study of Intergenerational Communication Formal study of family communication emerged in anthropology and gerontology and has led to a large amount of quantitative data and many theories on communication practices. Treas' study in the U.S. in 1975 explored a concept he termed "intimacy at a distance" in that older adults preferred to keep their own homes and have specific scheduled times of interaction with their adult children. He found that married children keep in touch with their parents more often than unmarried children and that daughters communicate with parents more than sons. [23] Townsend found that in 1968, 2/3 of older adults in the U.S., U.K., and Denmark had communicated with one of their children in the past day and that one half of seniors in the U.S. reported helping their adult child with a task recently. [20] Most previous ethnographic-style studies have focused on communication between grandparents and grandchildren. One example that focused on the parent/adult-child relationship was the work of Miller-Day [15] . She explored how communication is used to
doi:10.1145/2212776.2212851 dblp:conf/chi/BentleyB12 fatcat:kwewwjvvpncmjincc5uh23omye

Promoting intergenerational communication through location-based asynchronous video communication

Frank R. Bentley, Santosh Basapur, Sujoy Kumar Chowdhury
2011 Proceedings of the 13th international conference on Ubiquitous computing - UbiComp '11  
We describe the design and field evaluation of the Serendipitous Family Stories system, a web and mobile service that allows for videos to be saved in user-specified real-world locations, shared with friends and family, and then serendipitously discovered as those people approach the location of a story. Through a twenty-participant field evaluation, we discovered how this new form of locationbased asynchronous communication can be used to strengthen family relationships by encouraging
more » ... tion across generations and enhancing users' relationships with everyday places in their lives.
doi:10.1145/2030112.2030117 dblp:conf/huc/BentleyBC11 fatcat:scccggk5mbdinnz23cpcagdhle

Forward to the theme issue on interactive experiences for television and online video

Marianna Obrist, Pablo Cesar, Santosh Basapur
2015 Personal and Ubiquitous Computing  
The last few years have seen a substantial change on the way media is produced, distributed, and consumed. Within this theme issue on 'interactive experiences for television and online video' we revisit some of the most pressing topics in this fascinating research area, which is increasingly interesting to an international community of academics and industrial practitioners. This area engages a wide range of disciplines, from human-computer interaction, multimedia engineering and design to
more » ... studies, to media psychology and sociology. The multi-disciplinary community comes together at the annual ACM International Conference on Interactive Experiences for Television and Online Video (ACM TVX) to discuss the most relevant topics, such as novel interaction techniques, multidevice systems, media environments, and insights into viewers' experiences based on the analysis of large-scale datasets containing user feedback and behaviour. Within this special issue you will not only be inspired by novel insights into the proliferation of multiple devices for enabling multi-user and multi-screen experiences, but you will be taken on a journey far beyond devices, platforms, and content. Beyond the traditional remote control and voice interaction, researchers are deepening our understanding about gesture languages for interacting with TV media or viewers' behaviour towards browsing and searching for content. At the same time, content producers' accessibility needs are also being investigated with equal enthusiasm. The first paper, by Mark Mcgill, John Williamson and Stephen Brewster from the University of Glasgow, UK, describes how TV usage has been transformed due to the proliferation of multiple devices, allowing for multi-screen experiences. The authors provide insights about the relationship between private and shared viewing experiences and the role of emerging technologies in this evolution of TV consumption. The second paper, by Jeroen Vanattenhoven and David Geerts, from KU Leuven, Belgium, deepens current knowledge about multi-screen experiences through additional studies that take into account the context: time, mood, the content and viewer as well as the delivery form and viewing mode. The multi-use and multiscreen experiences and their implications for producing and delivering TV and video content, especially for recommender systems, are revealed and discussed in these two papers. The focus on multi-screens is also present in the third paper, by Radu-Daniel Vatavu and Matei Mancas, University Stefan cel Mare of Suceava, Romania. However, this paper focuses on experiences that make use of multiple TVs at the same time, beyond current practices that involve mobile phones and tablets. The authors evaluate and measure the visual attention of the viewers in such complex environments. Based on the findings presented in this paper, eight (objective) measures that characterise the viewers' visual attention in a multi-screen TV setting can be automatically computed. The authors also provide a toolkit that allows other researchers to use these newly established measures. The fourth paper, by Mikel Zorrilla et al., Vicomtech-IK4, Spain, provides a more pragmatic industry perspective about multi-device consumption environments. The & Marianna Obrist
doi:10.1007/s00779-015-0858-8 fatcat:hpgautgb7rh7rfee2l5kwti2wm

From the small to the large

Frank R. Bentley, Santosh Basapur, William Hamilton
2011 Proceedings of the 2nd international workshop on Research in the large - LARGE '11  
Research in the large is quite different from the more traditional small-scale field studies conducted in Ubicomp over the past decade. Large scale studies are not just small scale ones with a larger n, they allow researchers to answer fundamentally different questions about use and adoption and enable the studying of systems in real and messy social networks and situations. However, conducting large-scale research often requires large-scale resources. We present the evolution of the
more » ... us Family Stories system into StoryPlace.me and discuss how large-scale research required 5x more time and effort to prepare a system for a field trial.
doi:10.1145/2025528.2025533 fatcat:drefau4s55f35oog5ztqihceym

Active aging in community centers and ICT design implications

Young S. Lee, Shirley Chaysinh, Santosh Basapur, Crysta J. Metcalf, Hiren Mandalia
2012 Proceedings of the Designing Interactive Systems Conference on - DIS '12  
doi:10.1145/2317956.2317981 dblp:conf/ACMdis/LeeCBMM12 fatcat:gfz6ycnuaraalpnljy5gkypgv4

Out of the box selection and application of UX evaluation methods and practical cases

Marianna Obrist, Hendrik Knoche, Santosh Basapur
2013 Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13  
Some selected publications are listed below outlining the instructors' field specific experience: Basapur , S., Mandalia, H., Chaysinh, S., Lee, Y., Venkitaraman, N., and Metcalf, C. (2012).  ...  devices and he was involved in various user studies relating to mobile social networking, automated content adaptation, biometric systems, video quality visual experience and Quality of Experience.Santosh Basapur  ... 
doi:10.1145/2465958.2465983 dblp:conf/euroitv/ObristKB13 fatcat:ybss3tivprglrl2xthn4zp24ae

Investigating the potential of in-home devices for improving medication adherence

Young S. Lee, Joe Tullio, Nitya Narasimhan, Pallavi Kaushik, Jonathan R. Engelsma, Santosh Basapur
2009 Proceedings of the 3d International ICST Conference on Pervasive Computing Technologies for Healthcare  
We conducted five focus groups with seniors and middle-aged participants who live independently in their own homes to assess the potential value of a home-centered medication reminder system concept. The medication reminder system was conceptualized as a system that uses a television and set-top box, mobile phones and other in-home accessories as a means to set and deliver medication reminders. We found that the main value perceived by participants in the medication reminder system was its
more » ... ty to provide multiple channels for them to be reminded of medications. The mobile phone, due to its advantages in portability and privacy, was considered to be the most useful device on which to receive reminders. Most participants saw value in receiving secondary reminders on other devices in their home such as the TV, PC, and other in-home accessories. Design implications along with other findings about the challenges faced by participants in managing their medications are discussed.
doi:10.4108/icst.pervasivehealth2009.6025 dblp:conf/ph/LeeTNKEB09 fatcat:4rdolwrkord73aev3itq4nbz7q

Sway: An Adaptive Travel Platform

Isabel Dec, Evan Chan, Santosh Basapur
2018 HCI 2018   unpublished
With an overwhelming amount of information, transportation is one of the most complex challenges we tackle each day. You need to be somewhere; how will you get there? What mode of transportation will you take? Which route? Check the weather. Check the traffic. Check the bus/train schedule. Check the Uber/Lyft prices. The list goes on and on. The task of trip planning has become quite cumbersome because each person has their own unique set of preferences. These preferences determine which modes
more » ... f transport and which routes are preferred over others in any given circumstance. This paper shares our findings as we attempted to gain an overarching understanding of travel preferences and presents our concept for a new platform that accounts for them. Through personalization, the interface presents users with the information they would want to know and hides everything else that's irrelevant to them.
doi:10.14236/ewic/hci2018.132 fatcat:pjbyj6wppje6de5i73dvfciste

User Expectations from Dictation on Mobile Devices [chapter]

Santosh Basapur, Shuang Xu, Mark Ahlenius, Young Seok Lee
Lecture Notes in Computer Science  
Mobile phones, with their increasing processing power and memory, are enabling a diversity of tasks. The traditional text entry method using keypad is falling short in numerous ways. Some solutions to this problem include: QWERTY keypads on phone, external keypads, virtual keypads on table tops (Seimens at CeBIT '05) and last but not the least, automatic speech recognition (ASR) technology. Speech recognition allows for dictation which facilitates text input via voice. Despite the progress, ASR
more » ... systems still do not perform satisfactorily in mobile environments. This is mainly due to the complexity of capturing large vocabulary spoken by diverse speakers in various acoustic conditions. Therefore, dictation has its advantages but also comes with its own set of usability problems. The objective of this research is to uncover the various uses and benefits of using dictation on a mobile phone. This study focused on the users' needs, expectations, and their concerns regarding the new input medium. Focus groups were conducted to investigate and discuss current data entry methods, potential use and usefulness of dictation feature, users' reaction to errors from ASR during dictation, and possible error correction methods. Our findings indicate a strong requirement for dictation. All participants perceived dictation to be very useful, as long as it is easily accessible and usable. Potential applications for dictation were found in two distinct areas namely communication and personal use.
doi:10.1007/978-3-540-73107-8_24 dblp:conf/hci/BasapurXAL07 fatcat:zci3m65xo5au7in2erqql5v7qq

THE GENERATIVE SIMILARITIES OF DESIGNS, PROTOTYPES, AND SCENARIOS

Celso Carnos Scaletsky, Stan Ruecker, Santosh Basapur
2014 Anais do 11º Congresso Brasileiro de Pesquisa e Desenvolvimento em Design   unpublished
In this paper, we discuss the conceptual and practical relationships of three common products of design and design research: designs, prototypes, and scenarios. In addition, we examine the related actions of designing, prototyping, and writing scenarios. We suggest that rather than accepting the common understanding of these three artifacts and processes as distinct phenomena, it is useful to consider them as three aspects of a larger construct that is characterized by features such as
more » ... , meaning--making, reification of ideas, and mediation among interlocutors. This interpretation has consequences for our understanding of these artifacts and processes, both as potential means of knowledge production, and as attempts to define our disciplinary boundaries, suggesting that a relatively small shift in design practice could produce significant benefits for the field as a whole.
doi:10.5151/designpro-ped-00821 fatcat:pkwwb2ujxrfa3hy3atxwf4l4sm

An Empirical Study on Users' Acceptance of Speech Recognition Errors in Text-Messaging [chapter]

Shuang Xu, Santosh Basapur, Mark Ahlenius, Deborah Matteo
Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments  
Although speech recognition technology and voice synthesis systems have become readily available, recognition accuracy remain a serious problem in the design and implementation of voice-based user interfaces. Error correction becomes particularly difficult on mobile devices due to the limited system resources and constrained input methods. This research is aimed to investigate users' acceptance of speech recognition errors in mobile text messaging. Our results show that even though the audio
more » ... sentation of the text messages does help users understand the speech recognition errors, users indicate low satisfaction when sending or receiving text messages with errors. Specifically, senders show significantly lower acceptance than the receivers due to the concerns of follow-up clarifications and the reflection of the sender's personality. We also find that different types of recognition errors greatly affect users' overall acceptance of the received message.
doi:10.1007/978-3-540-73110-8_25 dblp:conf/hci/XuBAM07 fatcat:lljw4cy3ojhtpoygwsunun2wxa

Online video and interactive TV experiences

Marianna Obrist, Pablo Cesar, David Geerts, Tom Bartindale, Elizabeth F. Churchill
2015 Interactions  
ACM TVX 2016 will be hosted by the IIT Institute of Design at Illinois Institute of Technology, with Patrick Whitney (IIT Institute of Design), Janet Murray (Georgia Tech), and Santosh Basapur (IIT Institute  ... 
doi:10.1145/2799629 fatcat:6wvh2dkjhzgefchdaejtsuttte

4th International Workshop on Interactive Content Consumption at ACM TVX'16

Britta Meixner, Werner Bailer, Maarten Wijnants, Rene Kaiser, Joscha Jäger, Rik Bauwens, Frank Bentley
2016 Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video - TVX '16  
We also want to thank Santosh Basapur for his input to the workshop and his help during the review process.  ... 
doi:10.1145/2932206.2932424 dblp:conf/tvx/MeixnerBWKJBB16 fatcat:lc6mgxtsmbgnrlg52zlgdu4e4m
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