11:00am - 11:15am
„Es geht um Respekt, nicht um Technologie“: Erkenntnisse aus einem Interessensgruppen-übergreifenden Workshop zu genderfairer Sprache und Sprachtechnologie
1TU Wien, Austria; 2FH St. Pölten, Austria; 3Universität Wien, Austria
Mit zunehmender gesamtgesellschaftlicher Wahrnehmung nicht-binärer Personen haben sich in den letzten Jahren auch Konzepte von genderfairer Sprache von der bisher verwendeten Binarität (weiblich/männlich) entfernt. Trotzdem gibt es bisher kaum Ansätze dazu, diese Identitäten in Übersetzungstechnologien abzubilden. Ein fehlendes Verständnis der sozio-technischen Implikationen derartiger Technologien birgt in sich die Gefahr, sprachliche Unterdrückungsmechanismen und falsche Bezeichnungen weiter zu reproduzieren. In diesem Beitrag beschreiben wir die Methoden und Ergebnisse eines Workshops zu genderfairer Sprache und Sprachtechnologie, der unter Leitung von und organisiert durch zehn Forscher*innen im Herbst 2021 stattgefunden hat. Dabei wurden unterschiedlichste Interessensgruppen und deren Vertreter*innen breit gestreut eingeladen, um sicherzustellen, dass das Thema holistisch behandelt werden kann. Dementsprechend setzten wir uns zum Ziel, Übersetzer*innen, Machine-Translation-Entwickler*innen und nicht-binäre Privatpersonen (als „Community-Expert*innen“) gleichberechtigt einzubinden. Unsere Analyse zeigt, dass Geschlecht in automatisierter Übersetzung eine höchst kontextsensible Herangehensweise benötigt, Entwickler*innen derartiger Technologien sich vorsichtig in einem sich noch in Aushandlung befindlichen Prozess positionieren müssen, und flexible Ansätze derzeit am adäquatesten erscheinen. Wir zeigen auf, welche nächsten Schritte im Bereich genderfairer Sprachtechnologien notwendig sind, damit technische mit sozialen Entwicklungen mithalten können.
11:15am - 11:30am
Accessible Mobile Map Application and Interaction for People with Visual or Mobility Impairments
Chair of Human-Computer Interaction, TU Dresden, Germany
Modern map applications provide their users with a multitude of functions that can be used through different forms of interactions. However, many map providers do not adequately meet the needs of users with blindness, low vision or mobility impairments. Therefore, we investigated interaction concepts for an accessible mobile map application. Theses concepts not only focus on the user interface, but also on the map content, which should be accessible to the target groups as well. We conducted a pilot study in which nine participants tested the usability and accessibility of the developed application. Our results show that we created a viable alternative for making map content accessible to people with different needs by providing an additional list view. Feedback from subjects indicated that in future, the listed items need to be meaningfully classified and ordered such that users with visual impairments or blindness can use them to form a mental picture of their surroundings.
11:30am - 11:45am
To Go or not to Go? A Participatory Approach to Digitally Augmenting Museum Experiences
Bergische Universität Wuppertal, Germany
In this paper, we present the results from a participatory design research project conducted together with the Art and Exhibition Hall of the Federal Republic of Germany.
In this collaborative design research project, we set out to create new ways of making museums more accessible to people who would or could otherwise not attend them.
We present three novel approaches that integrate diverse, educational and participatory concepts into the museum visit.
We present the results from an interview series and focus groups that we conducted in preparation of the design process and the methods which we used in the course of our iterative process for collaborative testing, decision making and further development of the ideas.
Then, we conclude by discussing our findings and by giving an outlook on future research opportunities.
11:45am - 12:00pm
Negotiating Taste for Digital Depiction: Aligning Individual Concepts of Taste Perception in a Co-Design Process
1University of Siegen, Germany; 2Bonn-Rhein Sieg University of Applied Science, Germany
Taste is a complex phenomenon that depends on the individual experience and is a matter of collective negotiation and mediation. On the contrary, it is uncommon to include taste and its many facets in everyday design, particularly online shopping for fresh food products. To realize this unused potential, we conducted two Co-Design workshops. Based on the participants' results in the workshops, we prototyped and evaluated a click-dummy smartphone app to explore consumers' needs for digital taste depiction. We found that emphasizing the natural qualities of food products, external reviews, and personalizing features lead to a reflection on the individual taste experience. The self-reflection through our design enables consumers to develop their taste competencies and thus strengthen their autonomy in decision-making. Ultimately, exploring taste as a social experience adds to a broader understanding of taste beyond a sensory phenomenon.
12:00pm - 12:15pm
Tangible Interfaces Support Young Children's Goal Interdependence
LMU Munich, Germany
Understanding how to contribute to group work is challenging, especially for young children. To have a productive group process, we need to know the mechanism of positive interdependence, which is a fundamental element of successful collaboration. Unfortunately, although there are many suggestions for promoting positive interdependence with tangible technologies, there are few guidelines for structuring children's interdependent collaboration. Therefore, we designed two tangible games, UnitRry and CollabMaze, using weak and strong goal interdependent designs. We conducted two user studies with 32 children. Our investigation revealed three main findings. First, weak and strong goal interdependent interfaces had high enjoyment and interdependence. Second, tangible interfaces help young children have more idea communication and need less time to solve the tasks. Finally, young children using tangible interfaces were more engaged in the tasks. In the long run, our results can improve the design of tangible interfaces for young children's collaboration and help them have a better collaborative experience. Furthermore, our findings showed the value of tangible technologies compared with tablet applications in facilitating children's collaboration.
12:15pm - 12:30pm
ADHD and Technology Research – Investigated by Neurodivergent Readers
1TU Wien; 2Bauhaus-Universität Weimar; 3Purdue University; 4University of Amsterdam
Technology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD, focusing on how ADHD is framed, the research aims and approaches, the role of people with ADHD within the research process, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to ‘mitigate’ the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to deficit frames can be read within the researchers’ own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike, and close with a set of recommendations for future work in this area.