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ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 

About: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction is an academic conference. The conference publishes majorly in the area(s): Interaction design & User interface. Over the lifetime, 35 publications have been published by the conference receiving 295 citations.

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Proceedings ArticleDOI
13 Sep 2011
TL;DR: A system that provides feedback on technique to a professional speed-skater through an extra sense-modality, i.e. sound, that is informative, motivating, non-coercive, robust and easy to apply.
Abstract: In this paper, we describe the Augmented Speed-skate Experience (ASE), a case of movement sonification in professional speed-skating. We designed and developed a system that provides feedback on technique to a professional speed-skater through an extra sense-modality, i.e. sound. Complexity is incorporated directly by the athlete and not through an external system that would feedback representational judgments of improving speed-skating technique. This research-through-design case explores the conditions for mapping information directly to the body. This is done by an evaluation on several sets of continuous parameter mappings in a field-lab setup. Results from this qualitative evaluations show that the movement sonification mappings cause inter-modal convergence, resulting in actual improvement. We designed a movement sonification mapping of speed-skating technique that is informative, motivating, non-coercive, robust and easy to apply. Feedback designed according to existing natural acoustic conventions inherently coupled to the speed-skaters actions, allows for complex information to be assessed and embodied by the athlete thus improving his skating technique.

71 citations

Proceedings ArticleDOI
13 Sep 2011
TL;DR: It is argued that the effect of light on the social relations between people needs to be considered in order to make adaptive lighting environments viable.
Abstract: Historically light has been a catalyst for social life to emerge. In recent years of lighting research the social effect of light has been underexposed. The environments we occupy on a daily basis are used for a wider variety of activities. Consequently, lighting conditions need to become sensitive to adapt to the variety of activities being performed. We argue that the effect of light on the social relations between people needs to be considered in order to make adaptive lighting environments viable. To design a socially adaptive lighting environment an approach needs to be used that is iterative, experiential and involves multiple users in an actual context. The design process is described in three stages (Interactive Sketching, a Design Experiment and Socially Situated Adaptive Experience); for each stage the aims, the setup, results and lessons learned are provided. In this process an experimental environment is used, named Incubation environment, which is set up as a dining environment and equipped with computer controllable lighting armatures. In the final design stage the Socially Situated Adaptive Experience technique is described and is found a suitable technique to design socially adaptive lighting environments.

23 citations

Proceedings ArticleDOI
13 Sep 2011
TL;DR: The accessibility of Twitter for blind users interacting via screen reader and voice synthesizer is discussed, basic functions such as registration, login, posting and reading tweets have been analyzed highlighting accessibility issues.
Abstract: The latest Internet phenomenon is Twitter, a micro-blogging platform that in just a few years has attracted millions of users. With short messages (tweets), following and followers, Twitter is reshaping ways of interacting online. Thus, its accessibility is very important for social interaction as well as for work. In this paper we discuss the accessibility of Twitter for blind users interacting via screen reader and voice synthesizer. First, basic functions such as registration, login, posting and reading tweets have been analyzed highlighting accessibility issues, then a discussion is based on the analyzed case study, offering suggestions for designers.

19 citations

Proceedings ArticleDOI
13 Sep 2011
TL;DR: The present work investigates the relation between usability and user experience in kiosk through a usability evaluation and a further redesign process for an ATM of an Italian major bank, showing an enhancement of user satisfaction and a reduction of the error rate mainly due to the introduction of profile-based functions.
Abstract: Improvements in bandwidth and computing led towards a growth of technological solutions in services Also, users developed expectations and skills in their interaction with technology Despite web and mobile technology makes available a great deal of advanced and engaging apps (eg, social and geo-localized), less-sophisticated and appealing systems (eg, automatic teller machines, ticket machines) still represent the most widespread contact points between organizations (eg, banks, transportation companies) and their clients In this scenario banks are challenging a service innovation by introducing new services in their ATM However, this increase in services does not seem to match an appropriate level of usability and user experience The present work investigates the relation between usability and user experience in kiosk through a usability evaluation and a further redesign process for an ATM of an Italian major bank The redesign process, centered on the users needs, was aimed to solve usability issues and enhance the effectiveness of the system and the overall user experience 1) by operating major changes in the original structure and 2) by introducing new profile-based functions In order to test the effectiveness of design hypothesis, a prototype was developed and tested with a sample of users Result showed an enhancement of user satisfaction and a reduction of the error rate mainly due to the introduction of profile-based functions

18 citations

Proceedings ArticleDOI
13 Sep 2011
TL;DR: The effectiveness of the YouTube user interface for signaling inappropriate content and some suggestions, such as delivering the nature of the retrieved content before accessing it, that could be adopted to improve its safety for children are discussed.
Abstract: Watching cartoons is part of a child's daily routine. Today the Internet and social video repositories such as YouTube encourage exploration for new online videos, but pornography is dramatically pervasive on the Internet and children may accidently access inappropriate content. In this paper, we first introduce the problem by showing a real example in which audio porno content was substituted for the original audio of a famous Disney cartoon. Next, we discuss the effectiveness of the YouTube user interface for signaling inappropriate content and propose some suggestions, such as delivering the nature of the retrieved content before accessing it, that could be adopted to improve its safety for children.

16 citations

Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
201135