Analyzing networks involves understanding the complex relationships between entities, as well as any attributes they may have. The widely used node-link diagrams excel at this task, but many are difficult to extract m...
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ISBN:
(纸本)9781450318990
Analyzing networks involves understanding the complex relationships between entities, as well as any attributes they may have. The widely used node-link diagrams excel at this task, but many are difficult to extract meaning from because of the inherent complexity of the relationships and limited screen space. To help address this problem we introduce a technique called motif simplification, in which common patterns of nodes and links are replaced with compact and meaningful glyphs. Well-designed glyphs have several benefits: they (1) require less screen space and layout effort, (2) are easier to understand in the context of the network, (3) can reveal otherwise hidden relationships, and (4) preserve as much underlying information as possible. We tackle three frequently occurring and high-payoff motifs: fans of nodes with a single neighbor, connectors that link a set of anchor nodes, and cliques of completely connected nodes. We contribute design guidelines for motif glyphs;example glyphs for the fan, connector, and clique motifs;algorithms for detecting these motifs;a free and open source reference implementation;and results from a controlled study of 36 participants that demonstrates the effectiveness of motif simplification. Copyright 2013 ACM.
This paper discusses the challenges inherent in conducting research with young participants. Based on a series of three studies with children ranging in age from 7-17 as examples, the paper contains descriptions of pa...
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ISBN:
(纸本)9781450319188
This paper discusses the challenges inherent in conducting research with young participants. Based on a series of three studies with children ranging in age from 7-17 as examples, the paper contains descriptions of participant recruitment approaches and challenges. Also included is a discussion of issues surrounding the retention of participants for longitudinal studies, including specific issues for participant retention and loss. Overall, this paper provides detailed experiences of the challenges of large-scale long-term field work with children, and provides guidance for others who are in similar research situations. Copyright 2013 ACM.
Currently, research is actively being conducted on applying games to education. However, existing game-based learning systems mainly focus on how to increase learning motivation and enhance engagement, while achieving...
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Multi-touch operations are sometimes difficult to perform due to musculoskeletal constraints. We propose FingerSkate, a variation to the current multi-touch operations to make them less constrained and more continuous...
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Cooperative Inquiry is a Participatory Design method that involves children (typically 7-11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child des...
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ISBN:
(纸本)9781450319188
Cooperative Inquiry is a Participatory Design method that involves children (typically 7-11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elab.ration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers;supports required for child leaders;and views expressed by child leaders and their co-design cohort about the sessions that they led. Copyright 2013 ACM.
In this paper, we describe a mobile, social media app called SINQ that was the product of a 15-month co-design process with a child design team. The goal of SINQ is to utilize social media design features in ways that...
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ISBN:
(纸本)9781450319188
In this paper, we describe a mobile, social media app called SINQ that was the product of a 15-month co-design process with a child design team. The goal of SINQ is to utilize social media design features in ways that help children conceptualize Scientific INQuiry practices through intuitive sharing of media and ideas from their everyday lives. We describe how SINQ builds from prior work in software for science learning and mobile technology for children. We also highlight how SINQ is a distinct evolution of technology for scientific inquiry learning. We argue that by taking seriously, the affordances of social media applications, new opportunities and design challenges arise for interaction design for learning technologies. Copyright 2013 ACM.
This paper describes a new tangible programming tool - - TanPro-Kit which was designed for children aged 5 to 9. It consists of programming blocks and a LED pad. The LED pad presents visual animations and audible feed...
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ISBN:
(纸本)9781450319188
This paper describes a new tangible programming tool - - TanPro-Kit which was designed for children aged 5 to 9. It consists of programming blocks and a LED pad. The LED pad presents visual animations and audible feedback according to the arrangement of blocks with which children make program to play a maze game. Aiming at lowering the cost of TanPro-Kit, we adopted LED, RFID, wireless and infrared technology to develop the whole system. The system acquires the programming blocks' physical information which is then translated into programming semantic. TanPro-Kit is low-cost, which is more acceptable in developing countries. We ran a user study with 16 children involved, which showed TanPro-Kit to be attractive to children and easy to learn and use. Copyright 2013 ACM.
Given the rapid evolution of social networks and online communities, interest in participatory cultures - online and offline social spaces with low barriers to entry and support for creating and sharing knowledge - is...
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This paper examines the relationship between motivational design and its longitudinal effects on crowdsourcing systems. In the context of a company internal web site that crowdsources the identification of Twitter acc...
A physical keyboard key has three states, whereas a touch screen usually has only two. Due to this difference, the state corresponding to the touched state of a physical key is missing in a touch screen keyboard. This...
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