Printed Program (pdf) - CHI 2012 - Association for Computing ...
Printed Program (pdf) - CHI 2012 - Association for Computing ...
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Wednesday | Mid-Morning | 11:30—12:50<br />
n TECHNICAL PRESENTATIONS | 18AB<br />
ICT4D<br />
SESSION CHAIR: Brygg Ullmer, Louisiana State University, USA<br />
CASE STUDY | In Dialogue: Methodological<br />
Insights on Doing HCI Research in Rwanda &<br />
Samantha Merritt, Indiana University, USA<br />
Abigail Durrant, Stuart Reeves, University of Nottingham, UK<br />
David Kirk, Newcastle University, UK<br />
Case study of research on memorialisation in post-genocide<br />
Rwanda, focussing on methodological challenges of working in a<br />
“transnational” context. Findings develop methodological insights<br />
with relevance to wider HCI audiences.<br />
PAPER | Claim Mobile: When to Fail a Technology<br />
Melissa Densmore, University of Cali<strong>for</strong>nia, Berkeley, USA<br />
Details the motivations and context <strong>for</strong> ‘failing’ Claim Mobile, a<br />
mobile application developed <strong>for</strong> a health-financing program in<br />
Uganda. Encourages long-term evaluation of HCI4D projects, and<br />
learning from failure.<br />
PAPER | mClerk: Enabling Mobile Crowdsourcing in<br />
Developing Regions<br />
Aakar Gupta, University of Toronto, Canada<br />
William Thies, Edward Cutrell, Microsoft Research India, India<br />
Ravin Balakrishnan, University of Toronto, Canada<br />
Describes a new plat<strong>for</strong>m <strong>for</strong> crowdsourcing graphical tasks via<br />
SMS messages and studies its deployment in semi-urban India.<br />
Demonstrates that paid crowdsourcing can be feasible and viral in<br />
developing regions.<br />
CASE STUDY | Using NFC Phones to Track Water<br />
Purification in Haiti &<br />
Joseph ‘Jofish’ Kaye, Nokia Research Center, Finland<br />
David Holstius, Edmund Seto, University of Cali<strong>for</strong>nia, Berkeley,<br />
USA<br />
Brittany Eddy, Partners in Health, USA<br />
Michael Ritter, Deep Springs International, Haiti<br />
This case study describes the decision-making process, the<br />
opportunities, and the difficulties of designing and rolling out a<br />
NFC-based system to help provide clean water in Haiti.<br />
74 | ACM Conference on Human Factors in <strong>Computing</strong> Systems<br />
n TECHNICAL PRESENTATIONS | 18CD<br />
MOVEMENT-BASED GAMEPLAY<br />
SESSION CHAIR: Shaun Kane, University of Maryland Baltimore<br />
County, USA<br />
PAPER | Balancing Exertion Experiences<br />
Florian ‘Floyd’ Mueller, RMIT University, Australia<br />
Frank Vetere, Martin Gibbs, The University of Melbourne,<br />
Australia<br />
Darren Edge, Microsoft Research Asia, China<br />
Stefan Agamanolis, Akron Children’s Hospital, USA<br />
Jennifer Sheridan, BigDog Interactive Ltd., UK<br />
Jeffrey Heer, Stan<strong>for</strong>d University, USA<br />
&<br />
Presents guidelines from “Jogging over a Distance”, a mobile<br />
system used by jogging partners with different fitness levels<br />
between Europe and Australia.Aids designers of exertion games<br />
and sports apps.<br />
PAPER | The Acute Cognitive Benefits of Casual<br />
Exergame Play<br />
Yue Gao, Regan Mandryk, University of Saskatchewan, Canada<br />
We designed a casual exergame, which when played <strong>for</strong> 10min<br />
yields exertion levels comparable to treadmill exercise and<br />
produces measurable cognitive improvements (concentration)<br />
over a sedentary version of the game.<br />
PAPER | Full-Body Motion-Based Game Interaction <strong>for</strong><br />
Older Adults<br />
Kathrin Gerling, University of Saskatchewan, Canada<br />
Ian Livingston, Ubisoft Divertissements Inc., Canada<br />
Lennart Nacke, UOIT, Canada<br />
Regan Mandryk, University of Saskatchewan, Canada<br />
Case study describing the design of full-body motion-based<br />
games <strong>for</strong> older adults. Provides guidelines to in<strong>for</strong>m work of<br />
designers and support the creation of accessible interaction<br />
paradigms <strong>for</strong> older adults.<br />
CASE STUDY | Wii as Entertainment and Socialisation<br />
Aids <strong>for</strong> Mental and Social Health of the Elderly<br />
Yin-Leng Theng, Puay Hoe Chua, Tan Phat Pham, Nanyang<br />
Technological University, Singapore<br />
This study examines and discusses the effects of the Nintendo Wii<br />
games, examples of co-located games, as entertainment and<br />
socialization aids between the elderly and the youths.