Miroslav Macik
email: macikmir@fel.cvut.cz

Katerina Prazakova

Anna Kutikova

Zdenek Mikovec

Jindrich Adolf

Jan Havlik

Ivana Jilekova

Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact

Keywords: Stress, industrial design, mindful breathing, tactile device

We present Breathing Friend -a portable and tangible device that uses haptic interaction to unobtrusively stimulate mindful breathing as efficient stress coping method. Its design is optimized for holding in user's hands. By changing its shape, it sends haptic signals to the user. Several studies were conducted where we explored and verified the form factors of the artifact, interaction methods, therapeutic effect, fitting to everyday life, and influence on the breathing pattern.

Introduction

Long-term stress becomes a serious issue. It negatively influences the cognitive, emotional and physical well-being of many individuals. Stress can increase the probability of health problems like various cardiovascular diseases [START_REF] Peter L Schnall | Job strain and cardiovascular disease[END_REF], hypertension, obesity, and depression [START_REF] Bs Mcewen | Stress and affect: Applicability of the concepts of allostasis and allostatic load[END_REF]. An individual can deal with a stressful situation at any time and any place [START_REF] Paul | Employee control and occupational stress[END_REF].

Traditional ways to tackle stress without medication include meditation, deep breathing, and relaxation. From the variety of breathing techniques, we selected the mindful breathing meditation that is used as a stress coping method [START_REF] Paul | A longitudinal study of students' perceptions of using deep breathing meditation to reduce testing stresses[END_REF]. It requires sophisticated training to tackle stress, or it is conducted with the help of a therapist.

Feijs et al. in [START_REF] Lmg Loe Feijs | Designing for heart rate and breathing movements[END_REF] describe the relationship between stress, heart rate variability (HRV), and breathing. Breathing affects the heart rate through an effect called respiratory sinus arrhythmia. Training of breathing pattern can increase the HRV which lowers the stress level. Authors also suggest employing a portable device as it offers an opportunity to find a quiet place for relaxation. They recommend that such a device should not resemble computer or other ICT used for stressful work activities.

In our research, we investigate a possibility to design such alternative device that would efficiently stimulate mindful breathing. We introduce Breathing Friend (Bf ) -a portable and tangible device that does not resemble ICT. Instead of already overloaded visual or auditory modality, it uses haptic interaction to discreetly and unobtrusively stimulate mindful breathing.

Related work

We focus on approaches aiming at controlling the breathing patterns. Particular attention is put to solutions exploiting haptic interaction modality.

Applications exist that help individuals with mindful breathing, e.g. Breathe App for Apple Watch [START_REF] Ingber | The Apple Worldwide Developers Conference 2016: What's Coming This Fall[END_REF], Spire [START_REF] Spire | Spire Breath and activity tracker[END_REF]. However, those applications require the use of complex ICT devices which are identified as an inherent source of stress stimuli [START_REF] Mette | The effects of technostress within the context of employee use of ICT[END_REF].

In [START_REF] Rami | Dodging stress with a personalized biofeedback game[END_REF], Rhawi et al. introduce a personalized biofeedback game that trains subjects to relax while playing a game. The game difficulty increases if the subject's breathing rate differs from a prescribed target rate. Validation on small group suggests that the game helps to acquire deep breathing skill and reducing arousal in following stress-inducing tasks.

Stahl et al. in [START_REF] Ståhl | The Soma Mat and Breathing Light[END_REF] present a somaesthetic approach to support meditative bodily introspection by using light and heat modalities. Subjects report on an increased awareness of their breathing. Sato et al. [START_REF] Takashi | A playback system that synchronizes the musical phrases with listener's respiration phases[END_REF] propose a music presentation system that uses listener's respiration information to change replay speed to minimize the difference between the target of and observed (listener?s) respiration phase. Paro [START_REF] Wada | Effects of robot-assisted activity for elderly people and nurses at a day service center[END_REF] is a therapeutic robot resembling baby seal equipped with touch sensors allowing physical interaction. However, it is not intended to support mindful breathing.

Alonso et al. in [START_REF] Bruns | Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction?[END_REF] present Wigo, an embedded tangible device that aims to contribute to stress reduction. While under stress, people tend to make irrelevant gestures with physical objects (i.e. a pen), the intensity of such an activity increases when individuals are given a mentally demanding task. The stresscoping method is based on detection of stress by measuring irrelevant gesture activity -wiggling and making the movement increasingly more difficult. In [START_REF] Bruns | Expressive stress relievers[END_REF], they present three devices (including Wigo) that show various kinds of haptic feedback to support stress reduction. The other two methods employed following activities: rolling over acrylic marbles (Marmoro) and squeezing (Squeeze-it).

Analysis of the related work indicates that tackling stress by stimulating mindful breathing can be successful [START_REF] Lmg Loe Feijs | Designing for heart rate and breathing movements[END_REF][START_REF] Rami | Dodging stress with a personalized biofeedback game[END_REF][START_REF] Takashi | A playback system that synchronizes the musical phrases with listener's respiration phases[END_REF]. Other research [START_REF] Ståhl | The Soma Mat and Breathing Light[END_REF][START_REF] Bruns | Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction?[END_REF][START_REF] Bruns | Expressive stress relievers[END_REF] shows that tactile stimulation of hands can be used for stimulating mindful breathing.

Design

During the design, we had in mind that the final form should be visually and haptically pleasing [START_REF] Yohanan | A tool to study affective touch[END_REF], not inducing stigmatization [START_REF] Parette | Assistive technology use and stigma[END_REF], and providing efficient haptic signals to stimulate breathing.

Form factors. The design process started by molding several shape prototypes from clay and consequently from plaster (for fine surface finishing). The final shape resembles an embryo evoking something alive that supports positive affect for users without elimination of public use. We conducted an informal study focused on the perception of the Bf form. The most promising embryonic shape resembled a small animal like a hamster or a tiny bird. The final prototype was created from silicone which has similar tactile properties as human skin and provides enough flexibility for breath-like motion. It is hollow to allow insertion of an electro-mechanical engine to provide tactile sensation of breathing.

Surface and personalization. Silicone is flexible but sticky. Therefore a coating was introduced. The first version was knitted from wool (see Fig. 1

left).

The evaluation showed that it is too warm and fluffy, and can discourage some participants (see 4.1). Next version was made from an elastic material and had happy and bright colors (see Fig. 1 middle). The final version used a similar material, but more decent colors and different pattern (see Fig. 1 right). We also made the coating exchange easier for the user to support personalization.

Interaction and breathing pattern. The interaction with Bf starts by its activation via motion detection. The electro-mechanical engine in Bf starts cyclic inflation and deflation phases. The inflation phase is faster than the deflation phase. As therapist suggest (see 4.2) breathing rate gradually slows down from 15 brpm (breath rate per minute) to 6 brpm. The electro-mechanical engine is placed in a silicone enclosure to provide distinct and smooth mechanical movement. Fig. 2 shows individual development versions of the engine.

Implementation. An off-the-shelf high torque servo mechanism was used as an actuator spreading out two hemispheres. We developed three versions with gradually increasing servo mechanism torque and reliability as depicted in Fig. 2. Since version 2, we used a custom electronic board with a microcontroller (AT-mega328), servo-control, voltage booster, Li-Po charging, accelerometer, realtime clock, 8M flash memory, and FTDI USB serial interface. Most components are 3D-printed to simplify manufacturing and assembly.

Evaluation

We conducted several formative evaluations focused on various aspects of human interaction with the device and its effect on the stress: first impression, the way of holding the device; therapeutic effect; how it fits into everyday life. We also investigated the existence of an effect on the breathing pattern.

Form factors evaluation

In this qualitative evaluation, we focused on the subjective perception of the final shape and wool coating (see Fig. 1 left). Based on the consultation with therapists and the study [START_REF] Diane | The role of planning and workplace support in returning to work after maternity leave[END_REF], in this evaluation, we focused on women returning to work after maternity leave as they are highly endangered by stress.

Participants. We recruited five female with kids and full/part time jobs (3 full-time, 2 part-time), average age 39.8 (M IN = 36, M AX = 43, SD = 2.6).

Procedure. We conducted five semi-structured interviews (about 45 minutes each), which took place in an informal, non-lab setting. First, we asked participants about their stress coping strategies. Second, we provided the participants with the Bf prototype and observed their reactions.

Results. All participants acknowledged that stress is a non-trivial thing and that it should be prevented or handled. Two said that prevention is the best form of the stress coping strategy (P4, P5). One of them had serious health problems caused by stress in the past (P4).

Two participants stated they would not feel to be ashamed while tackling stress by Bf (P4, P5); however, they indicated that Bf should be discreet (P4, P5). Three participants stated that it is not acceptable to be in stress in public (P1 -P3) and that they feel sorry for their family members, who sometimes have to deal with a stressed out person (P2, P3).

All participants identified some animal form in the Bf (mouse, little hedgehog, mole, kitty). Some commented on the shape (bean, potato, sausage, kidney) and live-like movements (breathing child, snoring guy). Except for P5, all participants expressed positive attitude. P1 stated that it feels like "somebody is holding her hand". Participants used their dominant hand or both hands to hold it. Some were careful and gentle (P1, P2, P4) while others were trying to squeeze the Bf (P3, P5). Some participants stated that the Bf is too big to be handled discreetly; however, they did not experience difficulties in handling it. The movement reminded them of heart beating (P3 -P5), slow flow of fluid (P1), breathing (P5). Most found the movement pleasant (P1 -P4), one unpleasant (P5). They mentioned that they would prefer more cheerful and bright colors. They described the fuzzy appearance as "suitable for the winter months", most would prefer something "not so warm".

This evaluation led to the design of more appropriate coating (see Fig. 1) and more reliable electro-mechanical engine to provide stronger movement sensation.

Potential therapeutic effect

In this study, we focused on the potential of Bf to serve as a therapeutic aid. We interviewed therapists to gain insight into the usage of breathing in their praxis and to estimate the usefulness of the Bf for their clients.

Participants. Six therapists were inquired. Their specialization varied from a medical doctor, psychologist to yoga lecturer. All use therapeutic breathing for the training of self-awareness, and stress prevention and management.

Procedure. A semi-structured interview focused on their profession and characteristics of their patients was followed by presentation of the Bf device. They were asked to try it and express their opinions and suggestions. Afterward, they were asked to comment on the breathing pattern of the Bf.

Results. Therapists described the Bf as very calming, useful for sensing mindful breathing, better focusing on breathing itself, and for a faster education of breathing patterns. Their methods spring from both research and ancient meditation techniques. Therapists teach patients to slow down their breathing to a particular frequency. P3 stated: "Tactile input is a promising method how to educate mindful breathing faster and perform it without direct contact with a therapist". This finding is in correlation with our subsequent literature overview. E.g. Vaucelle et al [START_REF] Vaucelle | Design of haptic interfaces for therapy[END_REF] states: "Touch is fundamental to our emotional well-being. Medical science is starting to understand and develop touch-based therapies for autism spectrum, mood, anxiety, and borderline disorders".

They suggested potential use also as a tool for rehabilitation. P4 suggested: "It could be utilized after intubation of children". Most therapists suggested decreasing breathing frequency. Based on these results, we configured the electromechanical engine to provide tactile sensation with a gradually decreasing rate from 15 down to a preset value of 6 brpm.

Fitting into everyday life

We explored how the Bf fits into everyday life activities of potential users.

Participants. We recruited four participants (three female), average age 36.75 (M IN = 34, M AX = 39, SD = 2, 22) without previous experience with the Bf. P1 works as a project manager; P2 as babysitter coordinator; P3 as manager in a small restaurant; P4 as a waiter in a teahouse.

Procedure. We conducted a fourteen-day diary study. Each participant was provided with a Bf device, a charging cable and a paper diary with a short questionnaire for each event of use. Improved version 3 of electro-mechanical engine was used for P3-4 (see Figure 2). They were instructed to fill the diary at least daily and to charge the Bf overnight. In the end, we conducted semistructured post-test interviews.

Results. The first impressions were diverse. P1 described the Bf as "...something for a massage?"; P2 as a bean-shaped object with a movement that reminds her of heart contractions; P3 described the Bf as an animal and highlighted its cuteness; P4 as a pink kidney.

For P1, the study was limited to one week due to a technical issue. She used the Bf seven times. She preferred to use it at work or home; "I used it when I feel to have time for myself,' ' she mentioned. In the post-test interview, she highlighted the irregular movement caused by the technical issue.

For P2, twelve usages were recorded. She did not use it at work but at home when falling asleep ("I liked that I fell asleep."). She mentioned that it is not comfortable for her to breathe synchronously with it.

P3 used the Bf ten times, always at home in the evening for around 10 minutes. She mentioned the lack of free time as the reason for not using it. The most common positive comments in the diary were the movement of inflation, regularity of the motion, surface, moment to myself, contribution to relaxation. The negative comments were the whirring sound ("Once I wanted to use it in a tram but, because of the whirr I could not."), fast battery discharging ("I would like to use it longer while watching a movie, but the battery discharged after 10 minutes.") and difficult synchronization of breath with Bf ("It is difficult for me to synchronize my breathing, it is not clear when to breathe in.").

For P4, only four usages were recorded. He used the Bf at home or in the teahouse, where he works. He mentioned serious work problems as the reason for not using it for the second week of the study. The negative comments were problems with charging, a bad response to the on/off switch, and the sound: "At the beginning I disliked the sound, but later I got used to it. In the end, I used it just while listening without touching. It makes the breathing pattern more clear than the movement".

Participants used Bf mostly once a day. There were positive outcomes; P2 used Bf for calming before sleep, P2, P3 described the use as "I like the time for myself.". All of them liked the surface material. P2 described that the pre-set breathing rate was too fast. Technical issues reported (discharging, unwanted activation) had an adverse impact on the use. However, only P2 contacted us to get technical help.

Effect on the breathing frequency

To evaluate the effect of Bf on breathing pattern we conducted a quantitative study.

Participants. We recruited 16 participants (5 female), average age 28.5 (SD = 9.4, M IN = 22, M AX = 61).

Apparatus. The experiment was conducted in usability lab decorated to support relaxation. It was equipped with a comfortable chair, footstool, and TV set, where an unintrusive movie clip was played in a loop. A prototype of Bf device was at disposal. There was a standard camera directed on the upper part of the participant's body. Bf device recorded its breathing frequency using internal memory and an RTC chip.

Experiment design. The experiment was one factor (two levels) withinsubject design. The independent variable was the way of interaction with the Bf. Main measures were breathing frequency of participant and the Bf (brpm). For statistical evaluation, we used 95% confidence intervals.

Procedure. Participants were comfortably seated and the Bf was introduced as a device for tackling stress. Before the experiment started, they were sitting for at least 5 minutes. The experiment was divided into two blocks where the brpm was measured. In the Block 1 we instructed the participants to relax avoiding any instruction regarding the breathing. Participants were left alone in the room for approximately 10 minutes. After the first block, the subjective evaluation (at least 5 minutes) by means of a questionnaire (Likert scale 1-5) was performed. Then the Block 2 was started. Before the start, the participants were instructed to relax again and try to follow the simulated breathing of the Bf device. After the second block, the subjective evaluation was performed.

Results. The breath frequency was calculated from the video signal by application of a set of filters and an autocorrelation function. The average values with 95% confidence intervals are depicted in Fig. 3. In the Block 2, participants breath frequency was much closer to Bf than in Block 1. This is clearly visible in the first 200 seconds (indicated by red vertical dashed line A). Then the frequency stagnated and from 300 th second (indicated by red vertical dashed line B) it even started to increase. The results show that during the Block 1 the breath frequency almost did not change, oscillating around 15-16 brpm. This is in contrast to values in Block 2, where the frequency clearly dropped down from 14.1 brpm to below 9.6 brpm.

The subjective evaluation shows that more participants tried to voluntarily breathe in Block 2. However, the feeling of relaxation was much lower during Block 2 (39% not relaxed vs. 0% in Block 1). This can be explained by the inability to breathe as slowly as the Bf, as eight participants reported problems with adaption to low frequencies of Bf. The surface of Bf was perceived as pleasant (83%) and 94% agreed on the comprehensibility of Bf use. The noise of the electro-mechanical engine was disturbing for 69% of participants.

Conclusion and Future Work

We successfully designed a portable, tangible artifact that shows the ability to stimulate mindful breathing as a stress coping method. Evaluations indicate that it is possible to rely on haptic interaction only while avoiding the necessity to employ ICT like devices and audio-visual interaction.

Our evaluations showed the need for personalization of breathing pattern. Gradual adjustment of target breathing rate could eliminate discomfort during the attempt to slow down the breathing rate. The electro-mechanical engine should be as silent and as fluent as possible as the sensitivity of users to these aspects is very high. The user acceptance of the artifact can be significantly increased by introducing customization of the surface; thus the variability and ease of exchange of the coating are essential.

The future research should focus on finding an optimal course of breathing rate adjustment to reduce personal discomfort while preserving target rates suggested by therapists. Other research direction can focus on the usage of such artifact within the therapy session. Yohanan and MacLean in [START_REF] Yohanan | A tool to study affective touch[END_REF] leverage touch as an important part of emotional communication. Further research can focus on emotional communication potential of devices like Bf.

Acknowledgments

This research has been supported by the TACR research program TE01020415, by internal CTU grants SGS16/236/OHK3/3T/13 and SGS17/183/OHK3/3T/13.

Fig. 1 .

 1 Fig. 1. Evolution of coating: knitted from wool (left), sewed from an elastic material (middle), easily exchangeable pattern sewed from an elastic material (right).

Fig. 2 .

 2 Fig. 2. Evolution of Bf electro-mechanical engine: the original handcrafted prototype (left), 3D printed + linear movement (center), 3D printed + strong servo (right).

Fig. 3 .

 3 Fig. 3. Breath frequency and 95% confidence intervals of quantitative evaluation. The blue curve represents values from Block 1, orange curve values from Block 2, and green curve Bf frequencies (quantization error is caused by the 1s accuracy of RTC chip).

  Subjective evaluation of Bf. Likert scale scores for both Blocks usage of Bf.

		Strongly Disagree	Disagree	Neutral	Agree	Strongly Agree
	Voluntarily breathing along with Bf	6%	22%	11%	39%	22%
	BLOCK 1	Feld comfortable Feld relaxed			11% 39%	61% 39%	22%	28%
	Preset breathing rate is comfortable		17%	28%	44%	11%
	Voluntarily breathing along with Bf		11%	11%	39%	39%
	BLOCK 2	Feld comfortable Feld relaxed	6%	11% 33%	28% 6%	33% 44%	28% 11%
	Preset breathing rate is comfortable	11%	17%	6%	33%	33%
	Fig. 4.


Frederic Raber
email: frederic.raber@dfki.de

Nils Vossebein
email: nils.vossebein@gmx.de

URetail: Privacy User Interfaces for Intelligent Retail Stores

Amazon recently opened its first intelligent retail store, which captures shopper movements, picked-up products and much more sensitive data. In this paper we present a privacy UI, called URetail, that returns to the customer control over his own data, by offering an interface to select which of his private data items should be disclosed. We use a radar metaphor to arrange the permissions with ascending sensitivity into different clusters, and introduce a new multi-dimensional form of a radar interface called the privacy pyramid. We conducted an expert interview and a pilot study to determine which types of data are recorded in an intelligent retail store, and grouped them with ascending sensitivity into clusters. A preliminary evaluation study shows that radar interfaces have their own strengths and weaknesses compared to a conventional UI.

Introduction

Retail stores like Amazon Go collect a massive amount of deanonymized private data on each of their customers in order to offer their services. Amazon uses "sensor fusion" to follow the customer from the entrance gate throughout the shop, registering products being picked up, placed back and/or viewed, stopping points and most likely also the exact route throughout the store. Although the Amazon Go service saves time and is very convenient, not all shoppers are happy with the new store concept: The whereabouts of the data and what else it is used for remain as unclear as the description of technologies used and what data is recorded by them.

Related work

There is plenty of work regarding data privacy in social networks [START_REF] Kauer | Improving privacy settings for facebook by using interpersonal distance as criterion[END_REF][START_REF] Raber | Privacy wedges: Area-based audience selection for social network posts[END_REF], location sharing [START_REF] Jedrzejczyk | A haptic interface for managing privacy settings in mobile location sharing applications[END_REF] and mobile app permission setting [START_REF] Lin | Modeling users' mobile app privacy preferences: Restoring usability in a sea of permission settings[END_REF], but so far, to the best of our knowledge, nobody has explored how these interfaces work for retail data, or how they could be improved. Privacy setting interfaces are mostly realized as list-based interfaces, as for example on Facebook: All data types (photos, videos, comments etc.) are listed one after the other, with a button or slider next to each item, to switch the privacy policy to disclose/undisclose for that type of data. Although such interfaces can be efficient for the setting task alone, it is hard to have a clear overview on the current state of the settings as a whole, and which settings might be unusual and need some tuning [START_REF] Christin | Raising user awareness about privacy threats in participatory sensing applications through graphical warnings[END_REF]. Furthermore, it is obvious that they are not perceived as attractive and fun to use: Research in the past has shown that tuning the privacy settings is mostly perceived as a burdensome and boring task [START_REF] Ghazinour | Monitoring and recommending privacy settings in social networks[END_REF][START_REF] Majeski | The Failure of Online Social Network Privacy Settings[END_REF], which leads users to almost never adjust the standard settings, resulting in suboptimal privacy settings.

A different UI concept that is used in research is the radar metaphor : The different data items are first clustered into different groups of data types. In the second step, the items of each cluster are sorted by ascending privacy rating, for example. Christin et al. provided such an interface, called a privacy radar [START_REF] Christin | Raising user awareness about privacy threats in participatory sensing applications through graphical warnings[END_REF], to visualize the privacy threats in participatory sensing applications. Their evaluation showed that the radar interface provided a clearer overview on the privacy threats, and significnatly raised user awareness and interest in adjusting privacy settings. The radar metaphor is also highly appropriate [START_REF] Christin | Exploring user preferences for privacy interfaces in mobile sensing applications[END_REF] for space-constrained devices like smartphones. The concept has also been used to select post recipients in social networks: Privacy Wedges [START_REF] Raber | Privacy wedges: Area-based audience selection for social network posts[END_REF] aligns the friends of a Facebook user, clustered into friend groups and ordered by ascending tie strength.

In this paper we want to examine whether a radar metaphor can be applied to the domain of intelligent retail data. We did some background research to investigate what data is typically collected inside an intelligent retail store, and checked whether the typical constraints of a radar interface (clustering data and sorting the clusters) can be met. We implemented a prototype of both a conventional list-based and extended radar interface, that allows the simultaneous view of several radar layers at once in a three-dimensional privacy pyramid. We compared the performance and user experience of both approaches in a preliminary evaluation.

Background research

We interviewed an employee of the Innovative Retail Laboratory [START_REF] Spassova | Innovative retail laboratory[END_REF], an intelligent retail store concept similar to Amazon Go, regarding the data that is gathered inside an intelligent retail store, to create a list of privacy-sensitive data, later called permissions or items. We went through the assistance systems of the IRL and the Amazon Go store, and collected data that is recorded to make the services work. In addition to the services and data types, we also recorded the stakeholders that are interested in this type of data or that offer the service. In a second step, we asked five participants (employees of our university) to cluster and sort the data types.

Table 1 contains a list of observed private retail data items together with the service where the data is used and the interested stakeholders. The participants produced a similar order for all clusters, except for the personal data cluster. This cluster was therefore realized as a list in URetail. The items in the other clusters are sorted with ascending privacy rating in the table. 1. Data recorded in an intelligent retail store and services where it is used, assigned to groups and sorted with ascending sensitivity.

URetail: a radar interface for intelligent retail store data

Inside URetail, the data clusters are visualized by wedges in the radar; the layers inside each wedge represent the different data types, ordered in ascending sensitivity from the center to the rim. To set the disclosure settings for a data group, the user clicks on a wedge layer or drags from the center of the radar to a wedge layer [START_REF] Christin | Raising user awareness about privacy threats in participatory sensing applications through graphical warnings[END_REF]. All data types inside the group from the lowest sensitivity (center) up to the selected layer are then set to disclose. If the severity order is not correct, the user can modify the order by drag & drop in the list view beneath each wedge [START_REF] Christin | Exploring user preferences for privacy interfaces in mobile sensing applications[END_REF]. Alternatively, to adjust the disclosure settings using the radar interface, the user can also disclose/undisclose a data type by clicking on the data items inside the list view (2). The four different stakeholders are again realized by four different webpages, accessible by a navigation bar on the left-hand side just like in the list interface. The radar interface also supports an overview of the settings of all stakeholders at a glance, using a 3D pyramid below the wedges of the radar (3), later called the privacy pyramid. The pyramid consists of four different layers, representing the four different stakeholders. Each layer has four edges, representing the four different data groups. The more data is disclosed inside a data group, the larger is the corresponding edge in the pyramid. To get an impression of where the settings are unusual and probably misconfigured, it is possible to display the privacy pyramid of an average user as a transparent overlay.

Evaluation and discussion

For evaluation purposes, we implemented a list-based interface, as described in the "Work done so far" section, and let 21 participants (students and university employees) test both interfaces on a desktop PC, followed by an interview where they also had to rate on a scale from 1 (best) to 5 (worst) which interface was better to spot whether there are differences from an average privacy profile, where they are and how an average profile looks, followed by the attrakdiff [START_REF] Hassenzahl | Attrakdiff: Ein fragebogen zur messung wahrgenommener hedonischer und pragmatischer qualitaet[END_REF] usability questionnaire. The participants stated that they first had to get used to the radar interface, but after a short trial phase, it felt faster to use, which is also reflected in a higher pragmatic score in attrakdiff (M radar = 1.99, M list = 0.69, Z = -3.785, p < 0.001). The privacy pyramid makes it easier to spot whether there are differences (M radar = 1.62, M list = 2.14, T = 2.75, p = 0.012), whereas it easier to see which items are different (M radar = 2.19, M list = 1.67, T = 2.95, p = 0.008) and how an average setting looks (M radar = 2.62, M list = 1.81, T = 3.07, p = 0.012) with the list-based UI. According to the attrakdiff results, the radar interface had a significantly better user experience and was more fun to use (M radar = -0.745, M list = 2.28, Z = -4.02, p < 0.001). To conclude, both radar and list interface have their own strengths and would have to be combined to achieve an optimal performance. The radar is perceived as more interesting and fun to use, which allows better motivation of users to do the boring task of privacy setting. Furthermore, it is perceived as faster after a training phase. In future work, we would like to conduct a lab study to explore whether the concept is applicable for mobile devices, how both interfaces can be combined and how the time needed for interaction changes over time, once the subjects get used to the interface.

Fig. 1 .

 1 Fig. 1. Radar interface: Data types are arranged in groups, sorted by sensitivity.


Pankaj Doke
email: pankaj.doke@tcs.com

Sylvan Lobo
email: sylvan.lobo@tcs.com

Ulemba Hirom
email: ulemba.h@tcs.com

Mridul Basumotari
email: mridul.basumotari@tcs.com

Modeling Less-literate User's Choices of Smartphone Authentication Modes

Keywords: Less-literate users, Usable Security, Smartphone, Demonetization, Digitization, Migration model, User modeling

 who are also the primary beneficiaries of our research. We believe that Emergent Users [2] are the next set of users who are likely to adopt smartphones and technology in a larger context. Amongst these emergent users we expect that a large class of users are less-literate, more comfortable with native languages and have never directly consumed any digital technology based information system. For this fieldtrip study, we would be considering only users who fall under such criteria. Specifically those within an age limit of 40 years, prior exposure to a smartphone for a duration of at least 6 months, education not more than class 10, and no prior (non-mediated) use of desktop computer information systems.

Within the ecosystem of the smartphone, namely, the phone itself comprising of an operating system and mobile applications on the phone, as well as those on the Internet cloud, a mandatory creation of a Digital Identity in the form of a Google Account is required.

Currently, the notion of digital identity Authorization in most smartphonebased applications is implemented using a variety of choices, such as, password, PIN, patterns, biometrics such as fingerprint, voice. In the context of our users, namely emergent users [2], each of these authentication modes has a Usability aspect to it, which has a strong influence on the user and their adoption. For example, issues such as literacy levels are expected to play a role in the composition of passwords or use of local languages in usability of passwords.

In this Field Study, we wish to explore the Migration Model of the users amongst all these authentication modes. For example, how do users trade off PIN to Passwords to Biometrics; what triggers in their context of use, bring about these migrations when potentially the user may have chosen an alternative authentication mode.

Introduction

Smart phone adoption in India is increasing across the society and there is a significant push towards Digitization at various levels within the country. At the same time, a large population within India is less-literate [START_REF] Chandramouli | Rural Urban Distribution of Population (Provisional Population Totals)[END_REF][START_REF]Open Gov. Data OGD Platf. India[END_REF][START_REF]Performance of States of India (Rural) -ACER[END_REF] and have technology adoption challenges. We also observe rapid adoption of smartphones in the country by less-literate users [START_REF] Devanuj | Technology adoption by "emergent" users: the user-usage model[END_REF] with no prior familiarity with computers and Internet ecosystem. Digitization, for example of services like Banking, DigiDhan [START_REF] Mela | [END_REF], could leave the user vulnerable to a variety of cyber-security attacks. The theoretical security measures available against such attacks are lowered by user behavior, which stems from poor Usability [START_REF] Dourish | An approach to usable security based on event monitoring and visualization[END_REF]. The available digital identity authorization modes in smartphones are subject to adoption by emergent users [START_REF] Devanuj | Technology adoption by "emergent" users: the user-usage model[END_REF] based on various aspects of usability. In this study, we are trying to understand the influence of "Context of Use" on the adoption of authentication mechanisms. We are trying to model how context dictates adoption of security modes, rather than security or strength as a decider or a user preference in isolation from the context.

In this study, we are modeling the intersection of smartphone, security and specifically authentication modes, by exploring what forces are at play and how they affect each other. This investigation may help in design interventions based on the model for making security contextually usable.

Plan

User group and recruitment criteria

The field trip would be for one day and comprise of either 9 or 15 participants. Each team would have 3 participants of which one would be a local language or national language speaking person. Each team would interact with either 3 or 5 users, totaling 9 or 15 users. Effectively each participant would get an opportunity to interact with 1 user. Users would be chosen through stratified convenient sampling. 6-8 female users and 6-8 male users would be chosen from the mess and housekeeping staff at Indian Institute of Technology Bombay as well as the residential areas around the Campus with the help of NGOs like Vidya. An alternative location could be APMC (Agricultural Produce Market Committee) in Navi Mumbai -which is Asia's largest market. Here we could interact with the users who are loader-unloaders of gunny bagscalled Mathadi. For female users, we could interact with those who work in the shops/establishments at APMC.

We may identify users with the following criteria: An age limit of 40; Prior exposure to a smartphone for duration of at least 6 months; Education not more than class10; No prior (non-mediated) use of desktop computer information systems.

One pilot test would be conducted and all the users would be recruited prior to the field trip.

2.2

Method and Agenda

The team briefing would start at around 1000 hours and be limited to 1100 hours. We would followed two methods 1) retrospective data elicitation and 2) speculative data elicitation.

Retrospective data elicitation. Expecting the migration of authentication have happened in the past, one can only recall the account through retrospection and the data elicitation could be via Contextual Inquiry. At some point the Trigger could take longer time frame for instance, a recently married mother may have a pattern password, but after having the child she may have migrated to PIN or Password, this could be due to propensity of the child to play with phone and draw patterns on it. We could also investigate the lack of child-profile which could be tailored for the child. Similarly, for the case of an auto-driver, they may have chosen a password due to the demands of their profession. In these contexts, we cannot trigger a natural occurrence of a scenario and context and hence have no recourse but to rely and use data from retrospective accounts. Since the Field trip is limited to 1 day and we desire to interact with either 9 or 15 users within a span of half a day, retrospective accounts seems the only recourse at the moment for data acquisition.

Speculative data elicitation.

Users are requested to visit to the lab and speculate with a given scenarios which trigger their past/retrospective accounts of password change, e.g rainy season, taking a child to hospital or shop. By stitching the field interaction and lab conversations, we would be able to gather a data point on how adoption and migration of authentication modes happen on the smartphone. We believe that not in all circumstances would it be possible to recreate natural scenarios for example, Motherchild case. Hence we would have imaginary scenarios which possibly act as triggers for decision making with users in a lab environment. And believe that their reasoning and thoughts would reflect in action or course of action in future they are likely to reason and follow in the future, if faced with such a situation.

The data could be possibly triangulated by cross positioning the question .eg an unmarried person would be asked what he /she would do after marriage and child or observed a married person on what they do with authentication or asking an non-auto drivers on what if they were auto driver. Later the data could be collated and validate through data triangulation with the users in the context and in lab environment.

In the lab environment, the user would be shown a paper prototype of an android phone and briefed that she could assume this to be their personal phone and have valuable data such as their Aadhaar card photo, PAN card photo, PayTM, WhatsApp and personal family photographs. The user would then have to participate in three scenarios as described below. The 3 scenarios would be conducted using paper prototypes of various authentication modes.

 Scenario 1. The user is provided with paper prototypes of multiple authentication modes and has to choose one out of them for safeguarding their phone.

 Scenario 2. In this scenario, user would be provided with the same choices of authentication modes, but in addition the user would also receive another set of cards which depict the scenarios from his context of use. User then has to make associations between the authentication modes provided and the context scenarios mentioned in the cards. Examples of context could be: Parent trying to make a mobile based payment in a dispensary while accompanied by a child who needs treatment; Paying school fees for child while parent stands in a queue in the rainy season; Paying the local vegetable vendor on the way back from school; etc.i.e. scenarios where the users could be at risk while using their phone (data or monetary loss, privacy).  Scenario 3. In this scenario, user has already chosen a preferred authentication mode based on the context provided in Scenario 2. For that particular authentication mode within the context, user is provided with a preset of password options. The password options are based on researcher assessed usable complexity. For example an L or Rangoli pattern for a pattern lock. The user is then asked to choose a password they prefer from the choices provided.

At the end of the tasks, we will also do a qualitative open-ended interview with the users to capture summative information or any formative data points we may have missed. After coming back from field trip around 5pm, all the participants would submit the field finding in the form of field note capture in excel file including the photos and videos in shared folder. Then everyone attempt to do the migration model with the team whosever come first.

Participants

We would have 9 or15 participants which comprises of:  Facilitator and Research Team: Researchers would help in recruitment of the users, training and project management.  Mediators and Design Team: Local Language speakers, who would help in translation. Designers for making deriving design insights.  Senior Researchers: At least one researcher (desirable not mandatory) who has similar experience in a developed country and at least one researcher who has a mobile security awareness.

The participants in this field trip will get first hand user study exposure on practices and adoptions of security practices by emergent users in a developing country. They would do the actual user study and scenario triggering with the user. At the end for user, as a take-away, they would be informed on how to set better password using textual passwords and gain knowledge on what comprise a good password.

Requirements

We would be considering the location on the basis of lesser commute timing (not more than 30 minutes) either at IIT Bombay and surrounding areas or APMC. We need some assistance in recruitment process and also travel expenses (in case the location is APMC, our suggestion would be IITB bus rented for a half-day trip). We also need some budget on gifts which would be given as a gesture of appreciation to users, refreshments (lunch), internet connection, stationery and room space in conference venue.

Expected Outcomes

We expect to have a report on the observations and insights of the usability issues of the various authentication schemes in a context when used by an emergent user. We also hope to model the user-technology-migration as indicated by the data.


Ana Jorge
email: ananunesjorge@gmail.com

Nuno Correia

Teresa Chambel

Designing Interactive Spatiotemporal Visualizations to Enhance Movie Browsing

Keywords: Design, Interactive, Visualization, Movie, Time, Space, Evaluation

This paper presents a case study on the design of spatiotemporal interactive visualizations of movies, both collections and contents, to provide enhanced support for conveying meaning and for browsing, targeting casual and professional users, with encouraging results for future research and adoption.

Introduction

Movies, with their rich contents conveyed in images, text, music and narration, along time, tell us stories of different places and have great emotional impact on us. Moreover, technological advances are making available huge amounts of movies over the years, on the Internet and interactive TV. However, the richness that makes these movies so interesting and accessible, comes with a challenging complexity, highlighting the need for new and powerful ways to access, browse, and view them, and interactive visualization can play an important role. In spite of the several contributions to this field, reviewed in previous publications [START_REF] Jorge | Exploring Movies through Interactive Visualizations[END_REF][START_REF] Jorge | Interactive Visualizations of Video Tours in Space and Time[END_REF], most approaches and services for movies and video access do not fully support this richness, and the approaches to visualization in time and space [START_REF] Andrienko | Space, time and visual analytics[END_REF] do not usually address video and movies. In this paper, we present a case study on the spatiotemporal interactive visualizations that we designed to help fulfill this need, both for movie collections and contents, as an extension to our previous work on: MovieClouds [START_REF] Martins | MovieClouds: Content-Based Overviews and Exploratory Browsing of Movies[END_REF], an interactive web application that allows to browse movies based on their content, mainly audio and subtitles, with an emotional perspective; and Sight Surfers [START_REF] Noronha | Sight Surfers: 360º Videos and Maps Navigation[END_REF], an interactive web application for sharing and browsing georeferenced 360º interactive videos, in the context of the VIRUS and ImTV projects. The proposed visualizations contribute with visual, temporal and spatial dimensions, allowing to access movies released over time, and enriching the representations and access based on different aspects of their contents, along time and space. This approach [START_REF] Jorge | Exploring Movies through Interactive Visualizations[END_REF][START_REF] Jorge | Interactive Visualizations of Video Tours in Space and Time[END_REF] has been refined with the ultimate goal of providing effective overviews and browsing mechanisms that may provide insights in analytical or more ludic uses, and its recent evaluation had very encouraging results towards their development and inclusion in real uses.

Goals

In the design of the interactive visualizations we aimed at their effectivenes in showing meaning; their ability in providing good usability and user experience; and their usefulness and adequacy to be adopted by casual users and professionals in real scenarios. The evaluation assessed this, following the order of these research questions: RQ1. Representations: are they intuitive and clear in reflecting meaning? RQ2. Visualizations from collection to contents: are they able to effectively show the first level of information in a glance while guiding the user in the interaction towards a goal (learnability)? RQ3. Navigation: are visualizations an added value to explore and access movies? RQ4. Target: which target users take the most of visualizations?

Spatiotemporal Visualizations: Design and Evaluation

This section presents an overview of the main visualizations designed (Fig. 1) and some highlights about their recent evaluation, in order to provide insights and lessons to inform future research and developments. It was a Task-oriented evaluation focusing on the Observation of users performing the tasks, their hesitations and errors, and semi-structured Interviews focusing on perceived usefulness, ease of use and satisfaction (USE) with 1-5 scales, and ergonomic, hedonic and appeal Quality aspects [START_REF] Hassenzahl | Hedonic and ergonomic quality aspects determine a software's appeal[END_REF], while providing comments as qualitative feedback, in sessions lasting on average one hour per participant. 20 participants aged 22-64, both from general public and professionals (e.g. movie directors and editors, film critics, and sound technicians).

Visualizations go from movie collections (Fig. 1 top) overviews (b-f, 2abc) or trajectories (3abc), to individual movie contents details (bottom) (4 and 5): Time: the user can observe quantities of movies released over a year by genre (1a-b), and ask for details through titles by List (1c), where the most rated movies are highlighted; or by Spots (1d), each spot corresponding to one genre of the selected movie (half dimension, e.g., corresponds to a movie with two genres). These visualizations proved effective with almost all the participants accomplishing tasks such as locating the month with more movies released. The lower frequencies are the most difficult to perceive, but this issue is easily solved by zooming in. In (1e) users can compare movies in order to know about their images, speech, audio amplitude and genre, represented in circles that reflect the duration, being possible to disclose the title, plot, images of a requested moment of the movie (by hover), or the scene playing (by click). Many people would like to have this visualization available (M:3.8; Std:1.2) and most of them considered it more suited for exploration. A movie director called it an "Evocation of the film" due to its ability to reflect emotions. In general, the participants considered the visualization a good way to find a movie to watch, and used Supporting, Interesting, Pleasant and Comprehensible [7] to characterize it. When compared with Netflix, this visualization was considered more emotional and ludic although the traditional cover image was referred to complement information. Visualization in figure (1f) seemed clear since almost all the participants could identify the most dynamic movie. It was considered less innovative than the previous visualization for its resemblance to a bar chart and more suited for movie professionals due to its perceived accuracy, reflecting the "mood" of the movie and its structure. Space: the amounts of genres released through location are represented (2a), being exemplified the detail of the romantic movies (2b) and choosing one to watch (2b-c). These visualizations were highly rated since genre and maps are commonly used. Spatiotemporal: after being aware of the country with more movies shot (3a), one area can be zoomed in towards the more shot (3b), and detailed to the more dated (brownish) and slower (higher) (3c) trajectories. The latter visualization caused some strangeness due to its novelty, but the results were still encouraging (M: 3.8).

Movie contents: show the properties of a whole movie (4) through circular elements that represent properties over time/duration (motion, colors, scene length, audio, speech, expressed and felt emotions) with the selected property highlighted as a tag cloud in the center. The user drags the circular elements that rotate in synchrony with the timeline. On the right, current scene is playing, synchronized with corresponding trajectory in a map, that can be zoomed. This visualization revealed very good results with professional users more determined to use it. The possibilities both to hide and turn visible the tracks of information, and to change properties were strongly appreciated. Visualization (5) represents one trajectory through image, audio amplitude, speech and other videos shot in that area allowing to play video at the clicked position in the trajectory. In the e.g. Before Sunrise movie in Vienna. It was very appreciated and understood by the participants. The preferred visualizations were 1e, followed by 4, and 5, reflecting interest in visualizing and exploring content in richer ways.

Lessons Learned

The results were very encouraging since all visualizations were appreciated and most proposed tasks were readily accomplished. Regarding the 4 research questions: RQ1. Representations were easy to understand, e.g. users are able to relate and compare properties among scenes. RQ2. Visualizations show in a glance what they represent; and allow RQ3. Navigation to access rich information to be explored at different levels of detail, in time and space, e.g. enter one scene and explore the location where the movie happens. They were considered an added value by all the participants, being highlighted the aesthetics and ludic way of interacting. RQ4. Casual uses were the most referred, although professionals have mentioned their interest in this kind of visualizations.

Fig. 1 .

 1 Fig. 1. Interactive Spatiotemporal Visualizations of Movies. All visualizations allow to access more information; and to navigate, as shown by the arrows.

Acknowledgments

This work is supported by an FCT fellowship under the UT Austin|Portugal Program (SFRH/-BD/51798/2011); LASIGE, Faculdade de Ciências (UL); and NOVA LINCS, Faculdade de Ciências e Tecnologia (UNL).


Rhiannon Wood
email: rhiannon.wood@wlv.ac.uk

Fernando Loizides
email: fernando.loizides@wlv.ac.uk

Thomas Hartley
email: t.hartley2@wlv.ac.uk

Adam Worrallo
email: a.worrallo@wlv.ac.uk

Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board

Keywords: Virtual Reality, Snowboarding, HMD, Wii FiT Board

This work presents a virtual reality snowboarding application which uses a Nintendo Wii balance board for richer interaction modalities. We present the application and test the prototype with 7 participants to investigate immersion, enjoyability and to an extent performance. The outcomes from the study will be used to start forming research directions and questions to indicate likely research and development directions for future research.

Introduction and Motivation

Modern gaming is a competitive and continuously evolving area with companies constantly looking for innovations. With technology in the gaming industry moving more and more towards multimodal interaction, it is unsurprising that virtual reality head mounted displays are being revisited despite previous failings in the gaming industry during the 1980s and 1990s (for example one of the earliest virtual reality headsets in the domestic gaming market was the Virtual Boy, released by Nintendo in 1995). Technology advancements allow for both simulations and more interactive and immersive games to be created in a virtual reality setting, with better graphics and realism. Furthermore, the advancement of multimodal interaction techniques becoming more ubiquitous permits the integration of novel interaction within the experience.

With this principle and momentum in mind, we developed and present the initial stages of a prototype snowboarding system using virtual reality. By extending control to more than a standard game controller, we begin to experiment with improving the realism within a game. In order to make an environment to be experienced as 'real' two conditions must be met: immersion and presence [START_REF] Eichenberg | Application of virtual realities in psychotherapy: possibilities, limitations and effectiveness[END_REF]. Witmer and Singer [START_REF] Witmer | Measuring Presence in Virtual Environments: A Presence Questionnaire[END_REF] describe presence as the feeling of being in a particular environment or location when you're physically in another. Essentially, higher levels of presence means the player feel more a part of the game they're playing; something game developers continue to strive for as they develop games. Many factors can affect presence, such as human and technological. A talk about virtual reality at Steam Dev Days [START_REF] Abrash | What VR could, should, and almost certainly will be within two years[END_REF] highlighted several standards that virtual reality headsets need to meet in order to achieve a high level of presence. The first is field of view, a high field of view is necessary for headsets to be able to mimic a real scene with a high level of presence. The second is high resolution. This is where head mounted displays face some issues. Due to having a wider field of view the pixels are magnified, the per-degree pixel density of a device like the Oculus Rift is serious set-back. Technological progress has been rapidly developing and so work advocating for the slow improvement in this area may not be as accurate as previously though [4].

To simulate a snowboarding task and enhance the user experience we developed a prototype that allows the user to control input via a Wii Fit board. Beyond presenting the prototype, we present findings from a pilot test involving 7 participants which give insights into different experience factors and supply us with material to reflect on from the first test in a user centered design approach. We also recognize other limitations when interacting in virtual reality; namely, that users also experience side effects such as nausea and headaches, overall making for a very poor experience, both as a virtual reality device and in general [START_REF] King | Tomb raiders and space invaders[END_REF]. We are sensitive to the fact that adding another dimension such as the balance board to control the interaction may also add to these effects.

Prototype

The developed prototype is a simple snowboarding game where the player snowboards downhill toward a goal and repeats this process over three laps with their performance being timed in the top right corner. We implemented control by a Nintendo Wii Balance Board as a controller in an attempt to mimic a snowboard. The player is constantly being propelled forward both by gravity and extra momentum being programmed into the game. By transferring their weight the player can move themselves left and right in the game and jumping on the board will also jump in the game.

Fig 1: Different Scenes from the Snowboarding Experience

The user's virtual self materializes on the top of a snowy slope and is propelled forward, having obstacles such as rocks and trees to overcome by sliding left and right. Movement is also encouraged by curves in the track. A pitfall jump is also present in the level which makes the user have to produce a jump action successfully to overcome (See Figure 1).

User Testing

A pilot test was carried out to progress the prototype as per our user-centred design methodology. The experiment was run on an Oculus Rift DK2 headset. The DK2 has an OLED display which contains 3 different sensors, a magnetometer, gyroscope and accelerometer. The native resolution is 1920x1080 or 960x1080 for each eye. The display has an overall field of vision of 100° and a max refresh rate of 75Hz. The HMD weighs 0.95 pounds. The test involved 12 individuals that use the prototype and HMD in one condition as well as a screen and keyboard for a second condition. None of the participants had experience using an HMD. To reduce bias, 6 participants were introduced to the HMD version first while the other 6 participants the screen and keyboard version. We then interviewed for qualitative feedback while recording some qualitative measures, not to make a statistical relevance calculation but to receive preliminary information to guide further research and development direction.

Time Performance. The times for each play through were recorded and the results indicated towards player performance to be improved with the HMD. The average time with the HMD was 6:07 minutes and the average time without the HMD is 7:50 minutes there is a notable difference.

The participants commented on increased enjoyability and 'fun' using the HMD as opposed to the screen and keyboard. The HMD scored an average of 8.2/10 while 6.8 without. One note is there's the possibility of the higher rate of enjoyment with the HMD to be due to the novelty of using a virtual reality headset. The balance board was also given mention and appeared to be fairly popular with people stating they enjoyed how it controls similar to a real snowboard.

In terms of perceived difficulty in control there did not seem to be a noticeable difference between the comments received between the HMD condition and the keyboard scenario. We direct the reader to Lugrin et al. [START_REF] Lugrin | Immersive fps games: User experience and performance[END_REF] whose research found that even in the situations where players performed worse with the HMD due to difficulty, they still enjoyed it more. The main comments from the interviews which related to difficulty in the HMD condition was the Wii Fit board, with participants reporting difficulty balancing on the board. There was also mention of the HMD making the balance problems worse due to participants being unable to see their feet.

Immersion was rated higher on the HMD, both in the comments as well as scoring, 6.4 / 10 for the HMD scenario and 4.4 /10 for the screen and keyboard. Positive HMD comments included being "able to look around the scene", "having the screen covering the eyes" and "blocking external distractions".

Lastly, players were asked about any negative side effects they experienced from the HMD and balance board combination. Whilst there were no issues with most participants, one player experienced disorientation, balance issues and slight nausea.

Feedback for improvements was limited, with the only suggestion made to be able to adjust your speed, (i.e. going faster or slower) at will rather than a constant speed.

Conclusions and Future Work

The work presents the initial stages of research into creating an affordable virtual reality snowboarding simulation using feet control. A prototype level was created and tested with 12 participants which produced positive qualitative feedback to progress the development. Future work is aiming to create a much larger scope of levels and challenges, improve the realistic tracks of the environment and also allow for body tracking using a Kinect sensor to produce a within simulation body movement for the user, thus increasing the feel of immersion.


Aparna Kongot
email: aparna.kongot@sap.com

Monisha Pattanaik
email: monisha.pattanaik@sap.com

Empowering Project Managers in Enterprises -A Design Thinking Approach to Manage Commercial Projects

Keywords: User Experience, Project Management, Design Thinking, Enterprise Software, Formative Usability Testing, SAP Fiori User Experience

Lack of insights into potential issues in enterprise projects is a major problem that leads to cost and revenue targets being missed. This not only lowers project margins but also adversely affects customer relationship and future businesses for the organization. Many oversights occur during the project execution phase, especially for large scale enterprise projects, where the project manager spends a lot of time in proactively ensuring various deadlines are met. Commercial Project Management is an Enterprise solution from SAP that provides Project Managers an overview of the potential issues along with insights into their impact on margin, statuses and several key performance indicators. This allows Project Managers to ensure smooth delivery while meeting project targets, thereby gaining time to hone skills needed increase profit for their organizations. This paper explains how SAP adopted the Design Thinking methodology to build this product that addresses their varied customer's needs from diverse industries.

Introduction

Project managers are often in firefighting mode as they lack insights into upcoming issues that could impact deadlines and thereby the overall project deliverable. They run the risk missing the revenue targets and end up being answerable for the consequences to senior management and customers. Hence, their biggest need is to stay up-to-date and gain insights into potential issues so that they can be proactively handled [START_REF] Bisk | Project Cost Management Strategies[END_REF]. In the Project Management Lifecycle, the project manager is involved in Project Bidding, Planning, Executing and Monitoring [START_REF] Keith | The Roles & Responsibilities of a Commercial Project Manager[END_REF]. During the execution and monitoring phase, he sometimes misses generating a Debit Memo Request to inform the Account Manager to bill the customer according to the terms of the contract. He can also overlook pending invoices for a customer leading to aggregating debts. Payment collection could be one time or recurring. In either case, missing a deadline could have a negative impact on the Revenue. Likewise, Project Managers need to keep a track on the delivery of Purchase order items. A delay or reversal of goods or services could mean that the project cannot start on time or there is an immediate need for alternate solutions. This can lead to unplanned increase in costs. In the existing Commercial Project Management (CPM) [START_REF] Se | SAP Commercial Project Management[END_REF] Enterprise solution, all the information about Purchase orders, Billing, Cost and Revenue are available in different modules and the process of manually searching for each of this information is very time consuming for the project manager. There was an imminent need to help Project Managers with timely information that can help them meet targets. This would also give them enough time to focus on bringing value and business to the organization. To address this challenge, we adopted the Design Thinking Methodology1 (DT) [START_REF] Se | Introduction to Design Thinking[END_REF] with our customers illustrated in Fig. 1. We conducted Coinnovation Workshops and remote sessions with customers and all stakeholders to understand user needs and define concepts. The final prototype was tested in the annual Americas' SAP Users' Group (ASUG) in a Formative Usability Testing environment. Feedback from the test results were incorporated into the product that was finally implemented and released to the customers. Since the past 5 years, SAP has adopted DT methodology [START_REF] Muktha | Fast Train to DT: A Practical Guide to Coach Design Thinking in Software Industry[END_REF][START_REF] Muktha | Design Re-thinking for the Bottom of the Pyramid: A Case Study Based on Designing Business Software for SMEs in India[END_REF] to co-innovate with their customers during the product development lifecycle. DT is a flexible framework that allows people with diverse skills and professional backgrounds tackle complex problems and arrive at a set of ideas that can be prototyped and tested with customers prior to development. Human nature is to immediately try and solve a problem that presents itself. DT emphasizes to spend time in understand the problem from multiple perspectives and narrowing down to the core issues before proceeding to solve them. This not only get the whole product development team aligned on the product goals but also ensures that the correct problem gets solved. This is possible because End Users and their perspective is key to DT. The process kick starts in 2-day workshop with customers and the engagement continues throughout the product lifecycle through calls until several weeks where ideas and prototypes get validated. However, there are some challenges in executing this methodology in the world of cross located enterprises.  Access to End users is not always easy especially in Large enterprises. Many times, in the world of on premise applications, the IT team of customers is the direct point of contact and it takes some effort convince them to include the end users into the discussion by letting them take some time off from their regular tasks.  The DT tools and techniques need a certain amount of time to be carried out. Customer's time is precious and often there is a need to improvise on the techniques and come up with a proposal that works given the time and audience.  Existing customer may also see this an opportunity to engage with us to address their current concerns, sometimes technical. While this is important, the focus should not be lost. There is a constant effort to channel the discussions in the right direction while ensuring customer concerns are also addressed. Some learnings from conducting Design Thinking workshops, that could be applied to other products adopting this methodology is the importance to be flexible with the process and improvise. It is also important to manage customer expectations without losing focus. Sometimes, customer may need to see early design concepts as a proof of our commitment and knowledge in the domain. Though starting with solutions is against the design thinking philosophy, it helps in triggering discussions and getting customers to open up with their requirements. As time is always a constraint, planning ahead for research based on user profiles helps arranging meetings, calls efficiently.

Design thinking Journey

Understand and Research

We conducted two Co-innovation DT workshops with our customers in the Services industry who were amongst the top 5 firms in Data Warehousing and Auditing in the United States of America (USA). Prior to the workshop at customer's location, we had a few calls with them to understand their problems and expectations. This helped us identify the need for a DT workshop to get to the core problem. Based on this, we prepared high level designs. Though it is not theoretically recommended to enter a DT workshop with a solution, in enterprises this approach often helps in motivating our customers to spend their time giving us valuable insights. The high-level designs also helped to kick start the discussions and paved way for an in-depth discussion of the product ecosystem, persona 2 [START_REF] Goodwin | Designing for the Digital Age[END_REF], challenges and goals.

Each DT workshop had around 20 participants from the customer's end with diverse expertise like Project Managers, Business users and the IT experts. From SAP, we were a team of 7 comprising of roles like Solution Owner, Product Owner, User Experience Designer, Technical Architect, Lead Developer and SAP Consultants. The diverse set of experts helped us look at the product holistically from all perspectives like business needs, end user needs and high level technical challenges. While the plan was to have one to one end user interviews, we altered it to focus group [START_REF] Nielsen | Usability Engineering[END_REF] discussions to make the best use of everyone's time and knowledge. This helped us empathize with the key user of our productthe Project Manager who handled multiple projects, travelled often to meet their customers, had to balance budget, time and quality of the project. Research also helped us understand the severity of the issue. To help their project managers meet their goals, one of our customers had invested time and money in hiring a team of support staff who assisted project managers in data entry. They also built an in-house complex excel based solution that fetched information from various modules of SAP's software and showcased them in a unified screen. However, this not only added to the company's costs but also left room for delay and errors.

Synthesis

After both the workshops, the SAP team had a lot of research data from customers who managed their projects very differently and had stark contrasts in terms of the number of projects handled by a manager and the typical duration of each project. A main takeaway was how 'one size fits all' approach would not work for all our customers. While at a high level our customers had similar needs, the product also needed to be flexible enough to allow a lot of customization that would cater to the business of SAP's diverse customer portfolio. Currently, the project managers found the software very demanding in terms of usability and the time taken to access information. They had to proactively look for information and status updates thereby not having access to real time data upfront. Many times, they would perform the same action on a group of projects like updating status or changing the key contact person. Currently the product required them to manually update these for one project at a time. This was again causing a lot of frustration for project managers.

Ideation

After spending an extensive effort in creating design concepts, the designs underwent a series of design checks on SAP standard FIORI design guidelines [START_REF] Sap | SAP Fiori[END_REF]. During our brainstorming sessions to come up with ideas, it also became clear that we were looking at a suite of applications that can be accessed from a Fiori launch pad. These apps needed to be linked with each other as well. We proposed a unified dashboard view containing the list of all projects a manager is responsible for along with certain KPIs for each that would give insights into potential issues. We included customization capabilities. Personalization of filters was provided, ex: Projects belonging to a certain customer from a certain geography. There was also a solution provided to take bulk actions on a group of projects. From the Dashboard view, based on the insights the manager received he could investigate in detail by navigating into a dedicated Project View that provided a 360-degree perspective of the project and its performance. The dashboard informed the project manager about the debt and receivables, open purchase orders and requisitions that can potentially impact project margins. We came up with a set of four applications -Multi Project Overview, Single Project Overview, Billing and Receivables, Procurement Overview as shown in Fig. 2. a,b,c,d.

Usability Evaluation

A usability study was conducted at ASUG on May 2016 at Orlando, Florida, USA. It involved users being asked to perform tasks to evaluate the product's ease of use, discoverability of the features and user's perception on the overall experience of the product.

Set up and Procedure

Each usability test was conducted by a moderator and a note taker for 90 minutes. The test began with an introduction that explained to the participants the nature of the test and the method of thinking aloud [START_REF] Clayton | Task-Centered User Interface Design: A Practical Introduction[END_REF]. The users were given clickable prototypes on a laptop for the test. Each session was recorded using Camtasia 2 software on an Apple MacBook Pro laptop. Real-time screen recording and video/audio recording helped in capturing user's feedback and emotions. The test started with few background questions to deep dive into user's persona and his daily work environment. The users were then asked to complete various tasks. Moderators noted the level of assists that users needed to perform the task. User also rated each task on a scale of 0(Easy) -5(Difficult). Post-test each user was asked to fill a post-test survey where the user had to rate the task on a scale of 0-7 on various measuring parameters like the ease of use, usefulness, consistency, terminology, recommending to others.

Participants

The usability test was conducted with a sample size of 11 users. Recruitment of users was done as part of the event. 11 out of 12 registered users attended the test. 5 of them were project managers, 4 were project directors, and 2 were independent project management consultants. The set of users who signed up for the testing were diverse in terms of demographics and experience in the domain. On a CPM know how basis 3 had CPM experience as they were CPM's co-innovation customers. Most of them had 10+ years expertise in the industry. 3 of them wanted early peek of the product to be able to sell it to the client.

Tasks Undertaken, Results and Recommendation

Finding the project with highest Cost Deviation using charts. Task intent was the user should consider the "Cost till current month "column in the table of multi project overview app as shown in Fig. 2. a and find out maximum delta in a project from the list. Test result showed 10 out of 11 users could complete this task with an average of 2 assists. Average task rating was 4.3 out of 5.

Recommendation. Retain the use of charts with semantic colors as the graphical charts with semantic coloring helped users to identify good or bad situations in a project. Severity of this issue was recorded as low.

Adding additional columns to the table and save a variant of the table. Task intent was the user should trigger the settings button to open the view settings dialog as shown in Fig. 3. where he can add more columns to the table. He can save the displayed table as a variant from the table toolbar. Test result showed all 11 users could complete this task with an average of 4 assists. Average task rating was 2.6 out of 5.

Recommendation. Addition of save button on view settings dialog. The users could identify the settings icon but were struggling to find a save button on the dialog to save a variant for the table. Since there was no save button dialog the task could be completed only with assists. Severity of this issue was recorded as high. Mass editing and editing content in a table. Task intent was the user should navigate to third tab called 'General' and mass edit the contact person. After that he should add a comment for a status under status tab as shown in Fig. 4.a. Test result showed all 11 users could complete this task with an average of 3.5 assists. Average task rating was 3 out of 5.

Recommendation. Design evaluation required to make mass editing more intuitive. The users felt there were too many steps to do a mass update for a contact person. Severity of this issue was recorded as medium. Recommendation. Usage of terminology for the button "Open In" needs to be changed. The terminology used for button "Open In" was found misleading for users resulting in increased level of assistance during the task. Severity of the issue was recorded as high.

Navigating to Procurement application from Multi Project Overview application and view Purchase order details. Task intent was the user should select few projects and click on 'Open Selected In' button as shown in Fig. 4.b to view list of other applications where he can further drill down to Procurement application. Then user should click on one purchase order from the list to view details. Test Result showed 3 out of 11 users could complete this task with an average of 2 assists. Average task rating was 3.3 out of 5.

Recommendation. Usage of terminology for the button "Open In" needs to be changed. After knowing the technique of navigating to other apps from task 4, users could relate to this task and hence required lower level of assistance. Severity of this issue was recorded as high.

Navigating to detail page of a project from the list of projects. Task intent was the user clicks on the chevron icon placed at each row of the list of projects as shown in Fig. 2.a to navigate detail page for each project. Test Results showed all 11 users could complete this task with an average of 1 assist. Average task rating was 4 out of 5.

Recommendation. No further recommendations as this task was very easily performed by each user. Severity of this issue was recorded as low.

Overall Results

The result from the usability tests indicates that the participants were impressed with the possibilities the application offers the aggregated unified view of all key Performance indicators (KPIs) in a single screen and ability to navigate to multiple transactional applications. The users felt the applications were easy to use once they were made aware about the functionalities for the first-time use. The users could not follow many terminologies used in the application. The chart plotted below Fig. 5. shows the post-test survey result based on various parameters.

Conclusion

We designed, developed and released a Suite of SAP Fiori Enterprise Design applications to our customers by adopting the Design Thinking Methodology. Customers have started using these applications in their day to day life. Their project managers are benefitting from the real time KPI driven data that is pushed upfront to them and it helps them to take timely decisions. Usability tests revealed that customers are likely to recommend it to other companies as well.

Fig. 1 .

 1 Fig. 1. Design Thinking Process; adapted from[START_REF] Se | Introduction to Design Thinking[END_REF]

Fig. 2 .

 2 Fig. 2. a) Multi-project Overview; b) Single Project Overview.

Fig. 2 .

 2 Fig. 2. c)Billing and Receivables; d) Procurement Overview.

Fig. 3 .

 3 Fig. 3. View settings dialog

Fig. 4 .

 4 Fig. 4.a) Mass updating of project statuses and sub-statuses; b) For selected projects view data. Navigating to other application by selecting few projects from the list. Task intent was the user should select few projects and click on "Open Selected In" button as shown in Fig. 4.b. to view list of other applications where he can further drill down. Test result showed 10 out of 11 users could complete this task with an average of 4 assists. Average task rating was 3 out of 5.

Fig. 5 .

 5 Fig. 5. Post usability test result of the applications as rated by users.

Design Thinking Methodology is a problem-solving methodology that was originally used to solve Business problems by David Kelley, founder and chairman of the global design and innovation company IDEO.

Persona is a fictional character derived from user interviews to determine the user type for a product which helps understanding user goals, environment, needs, pain points to achieve certain tasks. This helps in guiding the solution to meet the user expectations.

Acknowledgements. The CPM Product Team helped us with domain knowledge and feedback on designs. Customers who shared time to co-innovate and validate the designs. Michelle Clary, from SAP Labs, Palo Alto, helped us in organizing the usability test and recruiting users for the test.