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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.

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