The document outlines Israel Gutiérrez's planned research stay at KU Leuven to work on improving the classON platform. It discusses plans to work on visualizations, gamification, and an experiment. It also describes potential topics like comparing data from different platforms and visualizing data for teachers using a multitouch table. The document discusses designing persuasive ambient displays using strategies like incentives, feedback loops, and meaningfulness. It proposes designing an ambient display prototype using activity data and evaluating it using awareness, reflection, behavior change metrics. The stay would involve developing a prototype, experiment, and presenting results to KU Leuven members. The research could then be applied to the educational technology context.
7. Plan for the stay
• Work on classON improvements
• Visualizations (e.g. replay)
• Gamification
• Experiment
http://gootyfer.com/aachen-impress/
8. But...
• Different class methodology for a
experiment
• Find a topic that was useful for both groups
• Get feedback from other research groups
• RTWH Aachen
• OUNL (Herleen)
9. What to do?
• Comparison of STEP UP! and classON data
• questions vs. social
• in class vs. after class
• Multitouch table to visualize data for
teachers
• Learn HCI principles
10. Related to the
work of Judy Kay
http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
11. Ambient displays
• Peripheral
• Not the main focus of user attention
• No distraction
• Used for
• Awareness
• Behavior change
Borner et al. (2012) Beyond the channel: A literature review on ambient displays for learning. C&E
12. Design of persuasive
ambient displays
• Incentive system: peer pressure and social
facilitation
• Make digital representation meaningful
(metaphor)
• Design feedback loop
• Interaction management
Tatsuo Nakajima ,Vili Lehdonvirta. (2011) Designing motivation using persuasive ambient mirrors.
Personal and ubiquitous computing.
13. Design strategies
• Abstract & • Positive
Reflective
• Controllable
• Unobstrusive
• Trending /
• Public Historical
• Aesthetic • Comprehensive
Sunny Consolvo , David W McDonald , James A Landay (2009). Theory-driven design strategies for
technologies that support behavior change in everyday life. CHI’09
14. Design and Evaluation
using Activity Theory
• Scope: 1 activity
• Criticality: not critical
• Class of activity: horizon
• Appeal (usability + aesthetics): high impact
• Learnability: match user expectations
• Awareness: info interesting to the user
• Distraction: designed to be low
• Effect of breakdowns: not important
Tara Lynn Matthews, Tye Lawrence Rattenbury & Scott Alan Carter (2007). Defining, Designing, and
Evaluating Peripheral Displays: An Analysis Using Activity Theory. CHI’07
15. What we planned
• Ambient displays
• TiNYARM dataset
• Awareness, reflection, sense-making,
behavior change model
• Develop a prototype + experiment
16. Ideas for the display
• SNA for paper suggestion
• Activity and deadlines in a timeline
• Most read papers timeline
• Gauge relating activity + quality
• Hangman... !?
17. Gamification
• Applying game design and mechanics in
non-game contexts
• Metaphors for displays based using game
mechanics
• Engage in the use of the system
• Engage in the activity
19. Experiment
• Use iPads as ambient displays
• Use during working hours
• Use a holder as a photo frame
• 10 last days of the stay
• Ariadne members
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25. Evaluation
• Pre and post test
• Awareness in the short/medium/long term
• Appeal (usability + aesthetics)
• Distraction
• User perception
• Awareness/reflection/sense-making/
behavior change
26. What’s next?
• Finish evaluation
• Analyse data to confirm hypothesis
• Skype/Hangout? with KUL members to
present the results of the stay
• Other experiment at UC3M?
• Apply results to the TEL context