Voice User Interfaces (VUIs) are becoming ubiquitously available, being embedded both into everyday mobility via smartphones, and into the life of the home via 'assistant' devices. Yet, exactly how users of such devices practically thread that use into their everyday social interactions remains underexplored. By collecting and studying audio data from month-long deployments of the Amazon Echo in participants' homes-informed by ethnomethodology and conversation analysis-our study documents the methodical practices of VUI users, and how that use is accomplished in the complex social life of the home. Data we present shows how the device is made accountable to and embedded into conversational settings like family dinners where various simultaneous activities are being achieved. We discuss how the VUI is finely coordinated with the sequential organisation of talk. Finally, we locate implications for the accountability of VUI interaction, request and response design, and raise conceptual challenges to the notion of designing 'conversational' interfaces.
my own luck": Serendipity strategies and how to support them in digital information environments. Journal of the Association for Information Science and Technology, 65(11), pp. 2179-2194. doi: 10.1002 This is the accepted version of the paper.This version of the publication may differ from the final published version.
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ABSTRACTSerendipity occurs when unexpected circumstances and an 'aha' moment of insight result in a valuable, unanticipated outcome. Designing digital information environments to support serendipity can not only provide users with new knowledge, but also propel them in exciting directions they might not otherwise have travelled insurprising and delighting them along the way. As serendipity involves unexpected circumstances it cannot be directly controlled, but it can potentially be influenced. However, to the best of our knowledge, no previous work has focused on providing a rich empirical understanding of how it might be influenced. We interviewed 14 creative professionals to identify their self-reported strategies aimed at increasing the likelihood of serendipity. These strategies form a framework for examining ways existing digital environments support serendipity and for considering how future environments can create opportunities for it. This is a new way of thinking about how to design for serendipity; by supporting the strategies found to increase its likelihood rather than attempting to support serendipity as a discrete phenomenon, digital environments not only have the potential to help users experience serendipity but also encourage them to adopt the strategies necessary to experience it more often.
The version presented here may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher's version. Please see the repository url above for details on accessing the published version and note that access may require a subscription. Corresponding author: Sarah Sharples, tel: +44 (0)115 951
AbstractThe practice of evaluating interaction with devices is embedded in disciplines such as human-computer interaction and cognitive ergonomics, including concepts such as affordances, error analysis, skill, rule and knowledge based behaviour and decision making biases. This paper considers the way in which the approach that has been routinely applied to displays and control design within the control and transport domains can be transferred to the context of medical devices. The importance of considering the context in which medical Medical Device Design in Context: A model of user-device interaction and consequences 2 devices are used and implemented is presented, and the need for a systems approach to medical device design is emphasised. Five case studies from medical device control and display design are presented as an aide to developing an understanding of the relationship between device design and resultant behaviours. On the basis of these case studies, four types of mediating factors (catalysts, enablers, facilitators and enhancers) are proposed and a model to describe the link between device design, user, context and consequences is presented.
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