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VoxBox: A Tangible Machine that Gathers Opinions from the Public at Events

Published: 15 January 2015 Publication History

Abstract

Gathering public opinions, such as surveys, at events typically requires approaching people in situ, but this can disrupt the positive experience they are having and can result in very low response rates. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how they encouraged wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss how successfully these were implemented in the design of VoxBox.

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    cover image ACM Conferences
    TEI '15: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
    January 2015
    766 pages
    ISBN:9781450333054
    DOI:10.1145/2677199
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 15 January 2015

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    Author Tags

    1. crowd engagement
    2. design research
    3. gathering opinions
    4. playful
    5. public opinion
    6. tangible interaction

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    • Cities Intel Collaborative Research Institute

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    TEI '15 Paper Acceptance Rate 63 of 222 submissions, 28%;
    Overall Acceptance Rate 393 of 1,367 submissions, 29%

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    TEI '25

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    Cited By

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    • (2024)"To Click or not to Click": Back to Basic for Experience Sampling for Office Well-being in Shared Office SpacesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642295(1-18)Online publication date: 11-May-2024
    • (2023)Design Principles of an Interactive Tangible Mobile Application for Students With Specific Learning DisabilitiesClosing the Educational Achievement Gap for Students With Learning Disabilities10.4018/978-1-6684-8737-2.ch008(136-162)Online publication date: 30-Jun-2023
    • (2023)PosterTalk: Expanding Participatory Agency in Public Survey Platforms via Middle-Out GatekeepingProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595984(2573-2592)Online publication date: 10-Jul-2023
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    • (2022)The Play/Game Compass to Participatory Landscape ProcessesThe Social Construction of Landscapes in Games10.1007/978-3-658-35403-9_23(395-429)Online publication date: 26-Jun-2022
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