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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 David Geerts, Marianna Obrist, Petter Bae Brandtzaeg, Manfred Tscheligi
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
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
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?
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
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
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)
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?
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
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)?
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, …
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)?
Lunch 12:30-14:00 • McCormick&Schmick’s Seafood Restaurant • 5-10 minutes walk • Reservation at 12:40 • Back at 14:00
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
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
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
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
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)