- Research Article
65
- 10.1561/1100000083
- Jan 1, 2021
- Foundations and Trends® in Human–Computer Interaction
- Danaë Metaxa + 6 more
- Research Article
31
- 10.1561/1100000080
- Apr 22, 2020
- Foundations and Trends® in Human–Computer Interaction
- Mayara Costa Figueiredo + 1 more
In this review, we present an overview of patient-generated health data (PGHD) research, focusing on important aspects that inform and define studies in the area. We start by exploring a fundamental question: what is patient-generated health data? We list the main terms and definitions identified from previous research and generate a set of seven key dimensions for understanding PGHD: (1) the health focus of the study, (2) the type of data, (3) who proposes the use of PGHD, (4) whose data are collected, (5) who are the intended users, (6) how PGHD is collected and used, and (7) the duration of PGHD use. We describe these dimensions and discuss their importance to research PGHD. We then present a discussion of the impact of PGHD and related practices in people’s lives and the debates concerning the consequences, both positive and negative, that may arise.
- Research Article
6
- 10.1561/1100000079
- Jan 1, 2020
- Foundations and Trends® in Human–Computer Interaction
- Jessica Korte
A host of design approaches have been developed to support involving children in the design of new technologies. Unique approaches tend to be developed to involve new "audiences" of children - of different ages, with different abilities, at different levels of involvement - in the design process. While goals of design approaches tend to be explicitly discussed, there are common themes and repeated patterns which appear in multiple design approaches. This monograph identifies these recurrent themes and patterns within design approaches for working with children as informants, design partners or software designers. These themes and patterns have been sorted into groups of: Principles or heuristics, which act as guidelines to designers working with children; decision points where designers working with children will need to make choices; common activity patterns and communication patterns which appear frequently in design approaches for working with children, but are often under-described; and emergent phenomena which design approaches may attempt to invoke. These themes and patterns have been identified through comparison of methods and techniques for designing with children, young children, and children with a communication gap caused by disability or cross-cultural work. This catalogue of themes and patterns will be of use for designers working with children in participatory design and co-design activities. Awareness of these factors will allow designers selecting existing design approaches, or creating their own, to better understand and compare existing design approaches.
- Research Article
67
- 10.1561/1100000056
- Jan 1, 2020
- Foundations and Trends® in Human–Computer Interaction
- Simone Stumpf + 6 more
Recent years have seen a growing number of calls for considering gender in the design or evaluation of software, websites, or other digital technology. Calls like these have arisen from an emerging awareness in HCI of findings from the social sciences that are relevant to the way people use and design technology. However, emerging work on bringing together gender research with software design choices is fragmented across multiple disciplines. This monograph aims to help bring such works together, by synthesizing the current state of affairs and future possibilities on how gender comes together with HCI design. The authors of this monograph consider inclusive design of technology whatever the gender of its users of particular importance. This conceptual review provides an overview of the motivations that have driven research in gender and inclusive HCI design. The authors review the empirical evidence for the impact of gender in thinking and behavior which underlies HCI research and design. They present how HCI design might inadvertently embed and perpetuate gender stereotypes. They also present current HCI design approaches to tackle gender stereotypes and produce gender-inclusive designs. The monograph concludes by discussing possible future directions in this area.
- Research Article
65
- 10.1561/1100000069
- Apr 5, 2018
- Foundations and Trends® in Human–Computer Interaction
- Andrew L Kun
Today’s vehicles have myriad user interfaces, from those related to the moment-to-moment control of the vehicle, to those that allow the consumption of information and entertainment. The bulk of the research in this domain is related to manual driving. With recent advances in automated vehicles, there is an increased attention to user interactions as they relate to automated vehicles. In exploring humanmachine interaction for both manual and automated driving, a key issue has been how to create safe in-vehicle interactions that assist the driver in completing the driving task, as well as to allow drivers to accomplish various non-driving tasks. In automated vehicles, human-machine interactions will increasingly allow users to reclaim their time, so that they can spend time on non-driving tasks. Given that it is unlikely that most vehicles will be fully automated in the near future, there are also significant efforts to understand how to help the driver switch between different modes of automation. This paper provides a review of these areas of research, as well as recommendations for future work.
- Research Article
25
- 10.1561/1100000076
- Jan 1, 2018
- Foundations and Trends® in Human–Computer Interaction
- Florian Mueller + 1 more
In recent years, the increased availability and reduced cost of sensor systems have led to a plethora of wearables such as smart sport watches that can track exertion activities. Sensors are now also embedded in sports clothing and game console accessories to monitor activity or stimulate gaming. Technical advancements like these have led to an increased interest into exertion experiences by the research community, resulting in the term Sports-HCI. Often, human-computer interaction around exercise and health make the underlying assumption that the human body can be seen as a machine, only monitoring measurable parameters, neglecting more human factors that help users to learn something about themselves, who they want to become and how to get there, through exertion experiences. This monograph uses the focussed technique of lenses to highlight factors that interactive technology could deploy to provide powerful opportunities in the design of such systems. Designers of interactive systems for exertion experiences can use the 10 lenses included in this monograph to explore the theoretical discussion around stimulating users through the use of technology. Each lens is unpacked into three components that provide designers with practical handles so they can engage with them in their design practice. This is complemented with design examples to suggest how such thinking can lead to particular designs. 10 Lenses to Design Sports-HCI is a stimulating read for all designers of computing systems that include an aspect exertion experiences. Students and researchers will find a wealth of new areas for further research contained within.
- Research Article
108
- 10.1561/1100000073
- Jan 1, 2018
- Foundations and Trends® in Human–Computer Interaction
- Katie Shilton
An important public discussion is underway on the values and ethics of digital technologies as designers work to prevent misinformation campaigns, online harassment, exclusionary tools, and biased ...
- Research Article
235
- 10.1561/1100000015
- Jan 1, 2017
- Foundations and Trends® in Human–Computer Interaction
- Batya Friedman + 2 more
Value sensitive design is a theoretically grounded approach to the designof technology that accounts for human values in a principled andsystematic manner throughout the design process. In this art...
- Research Article
19
- 10.1561/1100000064
- Jan 1, 2017
- Foundations and Trends® in Human–Computer Interaction
- Larry Freil + 6 more
- Research Article
124
- 10.1561/1100000055
- Jan 1, 2017
- Foundations and Trends® in Human–Computer Interaction
- Patrick Baudisch + 1 more