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Highlights of the submitted papers

Highlights of the submitted papers. David Geerts, Marianna Obrist, Petter Bae Brandtzaeg, Manfred Tscheligi. Tagcloud from all papers. Accepted papers. Patterns of Media Usage and The Non-professional Users Jan Heim and Petter Bae Brandtzæg

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Highlights of the submitted papers

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  1. Highlights of the submitted papers David Geerts, Marianna Obrist, Petter Bae Brandtzaeg, Manfred Tscheligi

  2. Tagcloud from all papers

  3. Accepted papers • Patterns of Media Usage and The Non-professional UsersJan Heim and Petter Bae Brandtzæg • The Buzz: Flexible Information Aggregation and Presentation for End UsersJames R. Eagan, John T. Stasko • Supporting Gamers with DisabilitiesEelke Folmer, Michelle Hinn • Utilising social media tools in user-centred designPirjo Näkki, Tytti Virtanen • Enhancing social interaction and user participation in the development of social applicationsJeroen Vanattenhoven, Greet Jans • Improving Interfaces for Navigating Continuous Audio TimelinesEric Lee, Jan Borchers, Thorsten Karrer • Back to the future: continuity affordances in interactive TVRoberto Montanari, Gisella Gallenca, Stefano Marzani, Rossana Simeoni, Monica Perrero, Agnese Vellar • Supporting Users to Customize Complex Entertainment SystemsJan Heß, Volker Wulf, Gerd Flender, Thomas Becker • Evaluating Viewer-Side Enrichment of Television Content Pablo Cesar, Dick Bulterman, Jack Jansen, Dominique Boullier, Sofia Kocergin, Antoine Visonneau • Video Games: A New Interface for Non-Professional Game DevelopersOliver Gray, R. Michael Young

  4. Who is the ‘non-professional user’? • [1] users that are not professionals in producing media content • lack of greater participation and content production in the new media landscape among non-professional users • impact of these technologies limited to mainly involve heavy users or so-called lead users of Internet • Average users are largest group of ICT users: do not use ICT on a regular basis, and have low computer skills • [7] paradox of active users which states that people face many troubles in learning to use new interactive technologies, due to both motivational and cognitive aspects • [9] end-users / iTV • [6] non-professional audio producers and consumers, without tape-cutting experience / hobbyists • [8] Layperson versus the experienced programmer • [2] a casual computer user • [10] non-professional game developers / novice non-programmers / users with no computer science background / middle and high school teachers and students

  5. Topic 1: Characterization of non-professional users • Who is this non-professional user? • Is there a common definition? • Does this depend on the context/platform? • What are his/her characteristics that are of importance? • What are the user needs of non-professional users? • What are the barriers to sharing and interacting? • How does knowledge about media usage inform requirements specifiation and design?

  6. Selecting/viewing content • [7] Continuity affordances: familiar interface elements to reduce the barriers of use for non-expert users • Consumer-oriented CAs to support the user to activate and perceive content • [9] Micro-level navigation and selection, and content (re)organization • allows a user to activate particular content sequences of interest • allows a user to manage the content selections (e.g., delete or reorder) • [6] Experience of the user (professional or hobbyist/non-expert) influences the design of an audio timeline navigator  important e.g. when editing podcasts • [8] challenges when customizing (where can I find all functions?) • guided tours, recommendations, demonstrations, or direct activation • [2] use peripheral displays to calmly monitor new data

  7. Sharing content • [9] direct recommendation of (pieces of) content • allows the user to forward content sequences to his peer-group • [8] challenges when using others extensions • Which modifications are available? Where can I get the modification? What are the modifications doing in detail? What are the technical preconditions for using a modification? Can I trust the modification? • [2] Share and modify personalized channels of information • authoring tools should reflect this sharing behavior and make it sufficiently easy for users to exchange their artifacts with others

  8. Producing content and applications • [7] Producer-oriented CAs to encourage the will to design, produce and share content • Non-professional users: self-exploration instead of manuals  end-product focus • Picture show: virtual assembly hall • [9] Content augmentation and enrichment • allows the user to add local content as personal augmentation of the base content and to share it with his peer-group / restricted functionality! • [8] challenges when extending a system • are there examples or tutorials? Does API documentation exist? Are there example applications? Which technical preconditions (HW and SW) are necessary? • [2] create personalized channels of information based on templates • [10] keeping things simple yet powerful enough for non-programmers to implement their ideas in video games • key factors to achieve this support are intuitive interfaces, help that is always accessible, and guaranteed syntax free coding • development and viewing are done in the same environment, which retains the interest of the creators • [10] One way to encourage user involvement, increase joy of producing, and inspire users to communicate and share content is through a multi-user environment • [7, 9, 8] Use direct interface (e.g. iTV or HTPC) or use personal device (such as URC or PDA)

  9. Topic 2: Designing for the new media landscape • How can we build on available knowledge/previous experience of the user? • How can we support personalization and customization? • How can we motivate producing and sharing content, and social interaction? • Is limited functionality ideal for non-professional users to produce content and applications? • Is template based design the (only) answer?

  10. New methods for analysing, designing and evaluating • [5] Instead of traditional diary method for gathering user data, use Blogger, Picasa, YouTube • Improve relations between designers/researchers/developers and users • Encourage more contacts between users • Results: richer and more useful information, regarding communities and UGC • [4] Web 2.0 sites can be utilised in involving users as co-developers of future applications • quick and instant user research – as well as longterm research during the whole HCD process • By utilising an online research environment we can reduce the cost of user-centred research and recruit users from a wider geographical area • strengthen users’ participation especially in the first phases of the design process, such as acquiring needs and ideas and getting early feedback for concepts. • [1] use statistical data of media usage to develop user requirements and specifications that support participation, communication and content creation for the non-professional users and citizens in general

  11. Topic 3: Develop methods for the new media landscape • What are the limits of current methods? • How can we use web2.0 tools for user research? • What are the benefits and drawbacks of these methods? • Do they support non-professional users? • Is the data representative? • How to evaluate new media applications with users? • How to involve users in the design phase of new media applications (e.g. co-design)?

  12. Break-out sessions (11-12:30) • Practical organisation • 1 MC: David • 3-4 people per group + 1 moderator • If 2 people from 1 paper, split up into different groups • Per group • 1 note-taker (on pc/powerpoint) • 1 presenter for after lunch session • Not the moderator • Keep poster in mind • Be focused on the topic • Try to formulate answers / statements / … • Be creative! Draw schemes, figures, mind maps, make it interactive, …

  13. Break-out sessions (11-12:30) Starting topic for each session: characterization of non-professional users Who is this non-professional user? Is there a common definition? Does this depend on the context/platform? What are his/her characteristics that are of importance? What are the user needs of non-professional users? What are the barriers to sharing and interacting? How does knowledge about media usage inform requirements specifiation and design? 1 & 2: Designing for the new media landscape (M: Manfred / Petter) Session 1: social interaction/sharing – Session 2: content production How can we build on available knowledge/previous experience of the user? How can we support personalization and customization? How can we motivate producing and sharing content, and social interaction? Is limited functionality ideal for non-professional users to produce content and applications? Is template based design the (only) answer? 3: New methods for analysing, designing and evaluating (M: Marianna) What are the limits of current methods? How can we use web2.0 tools for user research? What are the benefits and drawbacks of these methods? Do they support non-professional users? Is the data representative? How to evaluate new media applications with users? How to involve users in the design phase of new media applications (e.g. co-design)?

  14. Lunch 12:30-14:00 • McCormick&Schmick’s Seafood Restaurant • 5-10 minutes walk • Reservation at 12:40 • Back at 14:00

  15. Results break-out sessions and discussion (14:15-15:20) • Per break-out session • 10 minutes presentation • 10 minutes discussion • 1 note-taker from another group

  16. Summary and creation of poster (15:50-17:00) • Wrap-up of different topics and general conclusion • Creation of poster • Be focused on the topic • Try to formulate answers / statements / … • Be creative! Draw schemes, figures, mind maps, make it interactive, … • Poster will be permanently displayed and presented on Monday from 10:30-11:30 in the concourse area

  17. Conclusions of the workshop • It’s not about the content, it’s about communication / experience • Leverage creativity • Look at the design space with miltiple parameters, not only technical aspects, also motivational aspects • Social framework surrounding the context of use makes the difference • Who is the user, and what can motivate the user to consume , share and produce content • Phaesd approach with limited functionality can motivae the user • Shortest path approach / learning from the past to remove barriers for non-professional users • Seperating the distinction between domain knowledge and technological knowledge: tehcnology is a tool • How can users move higher on the axes of domain knowledge and technological knowledge

  18. Conclusions of the workshop (ctd.) • Does the user have the motivation to share content, and if not, should we motivate him or not? • Fine-grained discussion about content creation and production: there are many different levels • How we can influence the ways people use new media content / developmùents are very non-linear (e.g. interactive television, we had no ideas a couple of years ago, now we have youtube) – we can not predict how non-pros are going to use new media • First not want to talk about who is the non-pro, but is now the main topic – relationships between different types of users • Combination of online and offline methods to get users involved, as well as in analysis design and evaluation and get interactive with the designer • Conten creation is mainly about reuse for the non-professional users – if we can facilitate the user to share content and personlaize it (not even changing), this is very powerful – that kind of paradigm can help people thinking of more advanced ways

  19. Thanks for your participation! • Let’s meet after the networking gathering, and go for dinner • 20:00 at the concourse (in front of the registration desk)

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