HCMar 6
Challenges in Synchronous & Remote Collaboration Around VisualizationMatthew Brehmer, Maxime Cordeil, Christophe Hurter et al.
We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.
HCFeb 3, 2022
Understanding the Role of Context in Creating Enjoyable Co-Located InteractionsSzu-Yu, Liu, Brian A. Smith et al.
In recent years, public discourse has blamed digital technologies for making people feel "alone together," distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies that foster and augment co-located interactions, we need to first understand the context in which enjoyable co-located socialization takes place. We address this gap by surveying and interviewing over 1,000 U.S.-based participants to understand what, where, with whom, how, and why people enjoy spending time in-person. Our findings suggest that people enjoy engaging in everyday activities with individuals with whom they have strong social ties because it helps enable nonverbal cues, facilitate spontaneity, support authenticity, encourage undivided attention, and leverage the physicality of their bodies and the environment. We conclude by providing a set of recommendations for designers interested in creating co-located technologies that encourage social engagement and relationship building.
HCDec 15, 2021
Friendscope: Exploring In-the-Moment Experience Sharing on Camera Glasses via a Shared CameraMolly Jane Nicholas, Brian A. Smith, Rajan Vaish
We introduce Friendscope, an instant, in-the-moment experience sharing system for lightweight commercial camera glasses. Friendscope explores a new concept called a shared camera. This concept allows a wearer to share control of their camera with a remote friend, making it possible for both people to capture photos/videos from the camera in the moment. Through a user study with 48 participants, we found that users felt connected to each other, describing the shared camera as a more intimate form of livestreaming. Moreover, even privacy-sensitive users were able to retain their sense of privacy and control with the shared camera. Friendscope's different shared camera configurations give wearers ultimate control over who they share the camera with and what photos/videos they share. We conclude with design implications for future experience sharing systems.
HCSep 2, 2021
NavStick: Making Video Games Blind-Accessible via the Ability to Look AroundVishnu Nair, Jay L. Karp, Samuel Silverman et al.
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore game worlds on their own terms. In this work, we introduce NavStick, an audio-based tool for looking around within virtual environments, with the aim of making 3D adventure video games more blind-accessible. NavStick repurposes a game controller's thumbstick to allow VIPs to survey what is around them via line-of-sight. In a user study, we compare NavStick with traditional menu-based surveying for different navigation tasks and find that VIPs were able to form more accurate mental maps of their environment with NavStick than with menu-based surveying. In an additional exploratory study, we investigate NavStick in the context of a representative 3D adventure game. Our findings reveal several implications for blind-accessible games, and we close by discussing these.