![]() Drouet, Luce ![]() ![]() in EMPATHICH '23: Proceedings of the 2nd Empathy-Centric Design Workshop (2023, May) Empathic design provides tools and frameworks supporting designers to understand users’ experiences with products or services. However, how does one hand over this empathic understanding of users to other ... [more ▼] Empathic design provides tools and frameworks supporting designers to understand users’ experiences with products or services. However, how does one hand over this empathic understanding of users to other internal stakeholders shaping the service experience? In this contribution, we reflect on a three-year implementation of an empathy-centric design approach in an industrial context with a low user experience maturity from three different professional viewpoints: ours as UX researchers, the one of a company manager, and an expert researcher on empathy in design. These narrative introspective accounts unveil some of the main benefits, opportunities, and challenges of implementing an empathy-centric design approach in the industry. We discuss and confront them to prior work. We contribute to the field of empathic design with rich in-situ research insights and principles for a successful empathic approach. [less ▲] Detailed reference viewed: 25 (1 UL)![]() ; ; Lallemand, Carine ![]() in CHI'23 Extended Abstracts (2023, April) Detailed reference viewed: 72 (0 UL)![]() ; Lallemand, Carine ![]() Scientific Conference (2023, April) An ever-increasing amount of sensor technologies surrounds our work environment, collecting data about workers? activity and wellbeing ? often without them having any say in this. This datafication of the ... [more ▼] An ever-increasing amount of sensor technologies surrounds our work environment, collecting data about workers? activity and wellbeing ? often without them having any say in this. This datafication of the workplace can help find novel ways to stimulate healthy behaviors or increase productivity. However, the ubiquitous usage of data collectors in the workplace can also put employees in a position of power imbalance, where management is frequently aiming at ?optimizing? employees towards normative and more-than-often problematic standards of productivity and wellbeing. Yet, data-tracking practices might not only seek an optimum but also can be interpreted towards self-enhancement (Meissner, 2016). In this sense, optimization is not per se an improvement on previous goals, but rather allows ?the discovery of new opportunities?. Indeed, data can be a means of giving space for users to be curious about their own subjective work experiences. Personal Informatics research has mostly focused on leisure and health-related topics but it takes on different forms, requirements, and ethical considerations for a work context. To explore how such considerations emerge from material practices, we conducted a field study, deploying a research probe called Habilyzer at a workplace (N=5). Findings show that users explored aspects meaningful to them yet highlight discrepancies between the envisioned self-tracking goals and participants? practices. Regarding sensors? open-endedness, a balance between the burden of data collection and the value derived from it appeared critical. We contribute new insights into how open-ended sensor technologies can be designed to support self-tracking practices in the workplace. [less ▲] Detailed reference viewed: 86 (3 UL)![]() Toebosch, Romain ![]() ![]() Scientific Conference (2023, April) We present Moirai, a device that aids runners in self-regulating their running routine. By negotiating with the device, runners can balance their desire to achieve their goals while preventing ... [more ▼] We present Moirai, a device that aids runners in self-regulating their running routine. By negotiating with the device, runners can balance their desire to achieve their goals while preventing overtraining injuries. The interaction relies on the strategic repertoire principle, a five-way taxonomy of strategies used in human- human negotiation. The user and the system can use the following strategies: contending, conceding, compromising, problem-solving, and avoiding. Behavior change design predominantly focuses on the first two: contending relates to hard paternalism, where the user has no choice but to accept, and conceding to soft paternalism or nudging, where the user can deviate from a default. The other three strategies are relatively underexplored, the closest to some of these being the aesthetic of friction. Relying on data and human negotiation strategies to reach a goal that is not solely one of the users, Moirai can appear as a moral agent. We envision these principles as applicable beyond the exercising context to other domains that require self-regulation, such as health, sustainability, or productivity- related applications. [less ▲] Detailed reference viewed: 48 (1 UL)![]() ; ; Lallemand, Carine ![]() in TEI'23 Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction (2023, February) Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not ... [more ▼] Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play. [less ▲] Detailed reference viewed: 94 (1 UL)![]() ; ; Lallemand, Carine ![]() in Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction TEI'23 (2023, February) While working on a computer typically involves sitting for prolonged periods of time, sedentary work routines are associated with numerous health issues. To address this societal concern, existing ... [more ▼] While working on a computer typically involves sitting for prolonged periods of time, sedentary work routines are associated with numerous health issues. To address this societal concern, existing solutions trigger physical activity as a break from work, rather than a part of it. In this research, we explore a vision for physically active ways of working, by transforming mundane digital tasks into physically active ones. As a research artifact and design exemplar, we present A2-I2, an innovative tangible system for sending emails. After loading their email onto a physical “letter” token, office workers must walk to a physical mailbox located in the office space. Understanding what design qualities influence the experience and acceptability of such systems is a necessary step toward the design of acceptably active interface interactions. We report on a preliminary user test with 8 participants. With this project, we aim to inspire future tangible and embodied systems addressing the timely issue of sedentary behavior at work. [less ▲] Detailed reference viewed: 92 (3 UL)![]() Drouet, Luce ![]() ![]() ![]() in Applied Ergonomics (2023), 111 While existing approaches for assessing passenger experience are often limited to surveys of customer satisfaction, societal and technological challenges push the railway industry to adopt a user-centric ... [more ▼] While existing approaches for assessing passenger experience are often limited to surveys of customer satisfaction, societal and technological challenges push the railway industry to adopt a user-centric approach to the design of their service. We used the love and breakup method in a study involving N = 53 passengers making a declaration to their railway company to collect qualitative feedback on the passenger experience. The method allowed to gather personal, emotional, and contextual insights into passengers’ experiences that can inform the transportation service design process. We describe 21 factors and 8 needs influencing the passenger experience, thereby consolidating and deepening prior work in the railway context. Using the lens of user experience theories, we argue that the service should be assessed against fulfilling these needs, which can act as guiding principles regarding service improvement. The study also presents valuable insights into the love and breakup method to explore service experiences. [less ▲] Detailed reference viewed: 51 (1 UL)![]() Lushnikova, Alina ![]() ![]() ![]() in Human-Computer Interaction – INTERACT 2023 (2023) As the workplace collaboration software market is booming, there is an opportunity to design tools to support reflection and self-regulation of collaboration practices. Building on approaches from ... [more ▼] As the workplace collaboration software market is booming, there is an opportunity to design tools to support reflection and self-regulation of collaboration practices. Building on approaches from personal informatics (PI), we aim to understand and promote the use of data to enable employees to explore their work practices, specifically collaboration. Focused on the preparation stage of PI (deciding to track and tools selection), we invited office workers (N=15, knowledge workers in academia) to identify meaningful aspects of their collaboration experience and report them in a logbook for two weeks. We then conducted semi-structured interviews with participants to identify and reflect on metrics related to collaboration experience. We contribute new insights into employees’ motivations and envisioned metrics reflecting their collaboration, including the personal, social, and organizational considerations for collecting and sharing this data. We derive design implications for self-tracking technologies for collaboration. [less ▲] Detailed reference viewed: 79 (4 UL)![]() Sacre, Margault ![]() ![]() in EduCHI 2023: 5th Annual Symposium on HCI Education (2023) Instructional quality in Human-Computer Interaction (HCI) education is crucial to ensure that students acquire the necessary skills to understand the complexity of socio-technical systems and design ... [more ▼] Instructional quality in Human-Computer Interaction (HCI) education is crucial to ensure that students acquire the necessary skills to understand the complexity of socio-technical systems and design interfaces and interactions accordingly. Previous empirical evidence suggests that teaching quality is determined by teacher knowledge – domain-specific, pedagogical, and technological knowledge. Through a survey of N=54 HCI instructors, this paper reports on teacher knowledge and investigates its relationship with their perceived teaching quality at different levels of HCI education. Findings show that HCI instructors rated their domain-specific and technological knowledge rather high, while the components of pedagogical knowledge were rated lower. Yet, pedagogical knowledge was related to instructional quality, specifically the degree of cognitive activation provided to students. We contribute by documenting and discussing the strengths and weaknesses of HCI instructors’ knowledge and teaching quality. We draw implications for instructors, institutions and the HCI education community. [less ▲] Detailed reference viewed: 72 (19 UL)![]() Drouet, Luce ![]() ![]() ![]() in Applied Ergonomics (2023), 111 While existing approaches for assessing passenger experience are often limited to surveys of customer satisfaction, societal and technological challenges push the railway industry to adopt a user-centric ... [more ▼] While existing approaches for assessing passenger experience are often limited to surveys of customer satisfaction, societal and technological challenges push the railway industry to adopt a user-centric approach to the design of their service. We used the love and breakup method in a study involving N = 53 passengers making a declaration to their railway company to collect qualitative feedback on the passenger experience. The method allowed to gather personal, emotional, and contextual insights into passengers’ experiences that can inform the transportation service design process. We describe 21 factors and 8 needs influencing the passenger experience, thereby consolidating and deepening prior work in the railway context. Using the lens of user experience theories, we argue that the service should be assessed against fulfilling these needs, which can act as guiding principles regarding service improvement. The study also presents valuable insights into the love and breakup method to explore service experiences. [less ▲] Detailed reference viewed: 51 (1 UL)![]() ; ; et al in [ ] With Design: Reinventing Design Modes (2022, November) If starting to run is an easy decision, committing to a long-term running routine proves to be a more challenging endeavor for many people. In this pictorial, we unravel the design process of Asynja, an ... [more ▼] If starting to run is an easy decision, committing to a long-term running routine proves to be a more challenging endeavor for many people. In this pictorial, we unravel the design process of Asynja, an artefact that triggers exercise imagery by using natural scents related to running. Relying on peripheral interaction, this research probe subtly nudges users to go running, thereby supporting them to transform their positive intentions into actions. Exploring sensoriality as a design opportunity for behavior change interventions, we invite the community to expand the design space of exercise-related motivational products and systems. [less ▲] Detailed reference viewed: 47 (2 UL)![]() ; ; et al in [ ] With Design: Reinventing Design Modes (2022, November) Aware of the consequences of their inactive lifestyles, many people still struggle to integrate enough physical activity into their busy lives. Interventions that nudge to reinforce existing active ... [more ▼] Aware of the consequences of their inactive lifestyles, many people still struggle to integrate enough physical activity into their busy lives. Interventions that nudge to reinforce existing active behavior seem therefore more likely to be effective than those adding an activity to daily routines. To encourage people to increase their physical activity level, we designed Discov, a network of physical waypoints triggering people to lengthen their walks. Placed in a public park, Discov encourages people to explore their surroundings in a fun and challenging way by creating an interactive walking experience. Adopting a Research-through-Design approach, we explore the potential of the design of accessible infrastructures and human-environment interactions to impact public health by nudging citizens into being more physically active. We discuss insights gathered through this process and report on first user tests of this interactive walking experience. [less ▲] Detailed reference viewed: 76 (1 UL)![]() Lallemand, Carine ![]() in [ ] With Design: Reinventing Design Modes (2022, November) The psychological needs-driven UX approach is a well-explored area in UX research and a powerful framework for the design of optimal experiences with systems and products. However, the transfer from ... [more ▼] The psychological needs-driven UX approach is a well-explored area in UX research and a powerful framework for the design of optimal experiences with systems and products. However, the transfer from research to practice is slow and this approach is not yet widely used by practitioners. As card- based methods have been shown to support designers in both the generation of ideas and the evaluation of their designs, we created the UX needs cards as a pragmatic tool able to support a needs-driven UX process. We present the iterative development of the card-set and its associated techniques and report on three use cases, demonstrating the effectiveness of this tool for user research, idea generation and UX evaluation. Our empirical findings suggest that the UX needs cards are a valuable tool able to support design practice, being easily understood by lay users and a source of inspiration for designers. Acting as a tangible translation of a research framework, the UX needs cards promote theory-driven design strategies and provide researchers, designers, and educators with a tool to clearly communicate the framework of psychological needs. [less ▲] Detailed reference viewed: 60 (5 UL)![]() ; Lallemand, Carine ![]() in Cities & Health (2022) Urban planning and design offer opportunities to nudge people towards more active behavior. This is a popular topic among urbanists and health professionals, with several guidelines and best practices ... [more ▼] Urban planning and design offer opportunities to nudge people towards more active behavior. This is a popular topic among urbanists and health professionals, with several guidelines and best practices already developed. However, a gap exists between theory and practice and the complex realization process of such active environments is rarely documented. In this study, we investigated the process of designing, implementing, and evaluating active urban environments through semi-structured interviews with 11 European practitioner experts in the field of active environment design and development. We additionally analyzed 51 examples of active environments they provided. We discuss definitions of active environments and their added value to encourage active behavior and provide an overview of the spectrum of design strategies, elements and boundaries used to create them. We also describe typical steps in the design and realization process, including types of stakeholders, main gaps, and points of friction in this practice [less ▲] Detailed reference viewed: 45 (2 UL)![]() ; ; et al Scientific Conference (2022, June) Detailed reference viewed: 42 (0 UL)![]() ; Lallemand, Carine ![]() in Proceedings of DRS 2022 (2022, June) The DRS 2022 track ‘Valuing the Qualitative in Design and Data’ features eleven accepted papers on topics including visualisation and physicalisation of qualitative data, the use of materials in this ... [more ▼] The DRS 2022 track ‘Valuing the Qualitative in Design and Data’ features eleven accepted papers on topics including visualisation and physicalisation of qualitative data, the use of materials in this context, practical applications in design and education, and applications in personal informatics. In this editorial, the track chairs introduce the track, and the reasoning behind it, together with a short introduction to the papers. [less ▲] Detailed reference viewed: 51 (3 UL)![]() ; Lallemand, Carine ![]() Scientific Conference (2022, June) Detailed reference viewed: 58 (0 UL)![]() Morse, Christopher ![]() ![]() ![]() in Behaviour and Information Technology (2022) Research in human–computer interaction (HCI) has identified meaning as an important, yet poorly understood concept in interaction design contexts. Central to this development is the increasing emphasis on ... [more ▼] Research in human–computer interaction (HCI) has identified meaning as an important, yet poorly understood concept in interaction design contexts. Central to this development is the increasing emphasis on designing products and technologies that promote leisure, personal fulfillment, and well-being. As spaces of profound historical significance and societal value, museums offer a unique perspective on how people construct meaning during their interactions in museum spaces and with collections, which may help to deepen notions of the content of meaningful interaction and support innovative design for cultural heritage contexts. The present work reports on the results of two studies that investigate meaning-making in museums. The first is an experience narrative study (N = 32) that analyzed 175 memorable museum visits, resulting in the establishment of 23 triggers that inform meaningful interaction in museums. A second study (N = 354) validated the comprehensiveness and generalisability of the triggers by asking participants to apply them to their own memorable museum experiences. We conclude with a framework of meaning in museums featuring the 23 triggers and two descriptive categories of temporality and scope. Our findings contribute to meaning research in HCI for museums through an articulation of the content of meaning-making in the cultural sector. [less ▲] Detailed reference viewed: 66 (8 UL)![]() Lallemand, Carine ![]() Scientific Conference (2022, April) This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative ... [more ▼] This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative material in the design process and provide students with the technical means to quickly prototype connected data-collecting probes. Workshop 1 (Human Sensors) consists of a role-play exercise where teams of students simulate the collection of data in-situ by acting out various sensor types. In workshop 2 (Coffee Cup Challenge), students build their own data-collection artefacts using sensors. Modular, both activities can be adapted to any similar course that uses sensor technologies and data to conduct user research and extract insights to be used in the design process. We describe the activities in detail, provide generalizable materials, and reflect on their use, supported by student reflections and insights from our teaching practice. [less ▲] Detailed reference viewed: 43 (4 UL)![]() Drouet, Luce ![]() ![]() ![]() in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April) Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end ... [more ▼] Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end-users. However, there is a lack of empathy measurement instruments in design. Most previous work focused on designers, overlooking the need for other stakeholders to develop empathy towards the users to break organizational silos and deliver high-quality user-centered services and products. In this contribution, we share the preliminary stages of the development of an empathy scale for service design. We build on empathy literature from psychology and design to define 18 items representing four empathy dimensions. We report on the definition of these dimensions and their underlying items, and present preliminary studies in which we reviewed the first version of the scale with experts and stakeholders. [less ▲] Detailed reference viewed: 121 (11 UL) |
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