| Burn your memory away: one-time use video capture and storage device to encourage memory appreciation | | BIBAK | Full-Text | 2397-2406 | |
| Pei-Yu Chi; Xiao Xiao; Keywon Chung; Carnaven Chiu | |||
| Although modern ease of access to technology enables many of us to
obsessively document our lives, much of the captured digital content is often
disregarded and forgotten on storage devices, with no concerns of cost or
decay. Can we design technology that helps people better appreciate captured
memories? What would people do if they only had one more chance to relive past
memories? In this paper, we present a prototype design, PY-ROM, a
matchstick-like video recording and storage device that burns itself away after
being used. This encourages designers to consider lifecycles and human-computer
relationships by integrating physical properties into digitally augmenting
everyday objects. Keywords: appreciation, augmented object, burn, everyday object, fire, matchstick,
memory, ubiquitous computing, video capture | |||
| Interactive slide: an interactive playground to promote physical activity and socialization of children | | BIBAK | Full-Text | 2407-2416 | |
| Joan Soler-Adillon; Narcis Parés | |||
| We present a novel playground platform that will hopefully help in
countering two important issues in children in the developed world: lack of
physical activity and lack of socialization. The system underlying the platform
will eventually adapt automatically to and modulate the amount of physical
activity of children by applying a new notion in interaction: that of
"interaction tempo". The concept of beats per minute seems especially adequate
as the base structure of a physically-based activity. As an exertion interface
we expect that, through the design of collaborative experiences, it will also
enhance socialization of children. Keywords: children, embodied, exertion, interaction, physical activity, playground,
socialization | |||
| Opportunities for actuated tangible interfaces to improve protein study | | BIBAK | Full-Text | 2417-2426 | |
| Ashlie Brown; Hayes Raffle | |||
| We outline strategies for actuated tangible user interfaces (TUIs) to
improve the study of proteins. Current protein study tools miss fundamental
biology concepts because graphical and symbolic interfaces do not allow users
to intuitively manipulate complex physical forms. Actuated, tangible tools may
enhance understanding at all levels of protein study. To advance TUI awareness
of protein study, we present an overview of protein concepts and current
protein study tools. Thirty-six protein researchers, engineers, professors and
students recommend design guidelines for tangible interfaces in protein study,
and we outline research directions for TUIs to improve protein study at all
educational levels. Keywords: actuation, education, tangible user interface | |||
| soft(n): toward a somaesthetics of touch | | BIBAK | Full-Text | 2427-2438 | |
| Thecla Schiphorst | |||
| This paper explores the concept of somaesthetics as an approach to the
design of expressive interaction. This concept is exemplified through the
design process of soft(n), an interactive tangible art installation developed
in conjunction with V2_Lab in Rotterdam. Somaesthetics is a term coined by
Richard Shusterman, a pragmatist philosopher interested in the critical study
of bodily experience as a focus of sensory-aesthetic appreciation and agency.
In the context of interaction, somaesthetics offers a bridging strategy between
embodied practices based in somatics, and the design of an aesthetics of
interaction for HCI. This paper argues for the value of exploring design
strategies that employ a somaesthetic approach, presents a definitional
framework of somaesthetics that can be applied to interaction, and links the
concept of somaesthetics to a specific design case in which tactile interaction
is applied to the design of a networked, tangible interactive artwork called
soft(n). Keywords: somaesthetics | |||
| Stress outsourced: a haptic social network via crowdsourcing | | BIBAK | Full-Text | 2439-2448 | |
| Keywon Chung; Carnaven Chiu; Xiao Xiao; Pei-Yu (Peggy) Chi | |||
| Stress OutSourced (SOS) is a peer-to-peer network that allows anonymous
users to send each other therapeutic massages to relieve stress. By applying
the emerging concept of crowdsourcing to haptic therapy, SOS brings physical
and affective dimensions to our already networked lifestyle while preserving
the privacy of its members. This paper first describes the system, its three
unique design choices regarding privacy model, combining mobility and
scalability, and affective communication for an impersonal crowd, and contrasts
them with other efforts in their respective areas. Finally, this paper
describes future work and opportunities in the area of haptic social networks. Keywords: affective communication, crowdsourcing, haptic social network, privacy
model, social network, tangible interface, touch therapy, ubiquitous computing,
wearable computing | |||
| Designing for all users: including the odd users | | BIBAK | Full-Text | 2449-2458 | |
| Jina Huh; Mark Steven Ackerman | |||
| The field of HCI has played an important role in broadening the spectrum of
users of computational artifacts. However, users with extreme preferences are
mostly ignored by the designers and researchers because they do not constitute
a large portion of the market and the users lack generalizable characteristics.
In order to further discuss these concerns, this paper introduces a case about
the extreme users and the challenges they face. The paper ends with discussing
future directions and challenges in designing for all users in the field of
HCI. Keywords: HCI, design, interaction design, universal design, user studies | |||
| Dying, death, and mortality: towards thanatosensitivity in HCI | | BIBAK | Full-Text | 2459-2468 | |
| Michael Massimi; Andrea Charise | |||
| What happens to human-computer "interaction" when the human user is no
longer alive? This exploratory paper uses insights from the critical humanist
tradition to argue for the urgent need to consider the facts of mortality,
dying, and death in HCI research. Using an interdisciplinary approach, we
critically reflect upon how the intersection of death and computing is
currently navigated and illustrate the conceptual and practical complexities
presented by mortality, dying, and death in HCI. Finally, we introduce the
concept of thanatosensitivity to describe an approach that actively integrates
the facts of mortality, dying, and death into HCI research and design. Keywords: critical humanism, death, dying, mortality, thanatosensitivity | |||
| Productive love: a new approach for designing affective technology | | BIBAK | Full-Text | 2469-2478 | |
| Ramon Solves Pujol; Hiroyuki Umemuro | |||
| The importance of love is reflected in literature, movies and music,
therefore it seems necessary to understand what role technology plays in
relation to love and the roles it could to play in the future. We review
studies related to Love in HCI and we identify a lack of consideration of
philosophy as a background for love understanding. Based on literature review,
we offer a proposal of guidelines for designing technology that aims to improve
loving relationships. Besides, we explore principles of engagement with
technology that may be important when designing love-promoting technology.
Finally we propose a practical design example. Keywords: affective technology, care, family, knowledge, lovers, productive love,
respect, responsibility | |||
| Television on the internet: new practices, new viewers | | BIBAK | Full-Text | 2479-2488 | |
| Louise Barkhuus | |||
| Television is increasingly viewed through computers in the form of
downloaded or steamed content, yet computer based television consumption has
received little attention in HCI. In this paper we describe a study of the uses
and practices of tech-savvy college students, studying their television
consumption through the internet. We find that users personalize their viewing
but that TV is still a richly social experience -- not as communal watching,
but instead through communication around television programs. We explore new
possibilities for technology-based interaction around television. Keywords: computer-mediated communication, internet, television, user study | |||
| The doctor as the second opinion and the internet as the first | | BIBAK | Full-Text | 2489-2498 | |
| Lisa Neal Gualtieri | |||
| People who use the Internet for health information often obtain their first
opinion that way, and then, if they go to a doctor, the doctor's advice is
relegated to the second opinion. Using the Internet, or Dr. Google, as a first
opinion can be problematic due to misinformation, misinterpretation of valid
information, and the fears that can arise due to lack of medical knowledge,
inexperience, and limited perspectives. When patients do visit their doctor for
a second opinion, some do not disclose the fact they already received their
first opinion and often their doctors do not ask. The result is that patients
may suffer needlessly if their fears, concerns, misunderstandings, and
misinterpretations are not addressed by the healthcare providers with the
expertise and skills to assist them. A pernicious disconnect exists between
many patients who use the Internet for health information and the medical
professionals who care for them. The medical profession can alleviate this
disconnect by taking the lead in establishing guidelines for systematically
talking to patients about, and guiding, their Internet research. Human-computer
interaction professionals can collaborate with the medical community in
ensuring credible health Web sites become the gold standard that patients use
to achieve better health. Keywords: Dr. Google, context of use, doctors, health, health communication, health
literacy, human-computer interaction professionals, internet, medicine,
patient-provider communication, patients, search, user experience, web site | |||
| Give peace a chance: a call to design technologies for peace | | BIBAK | Full-Text | 2499-2508 | |
| Juan Pablo Hourcade | |||
| Peace is an extremely important value for humankind, yet it has been largely
ignored by the computing and human-computer interaction community. This paper
seeks to begin a discussion within the human-computer interaction community on
how we can design technologies that have peace as an explicit goal. To begin
this discussion, I review empirical studies on the factors that contribute to
conflict and those that make conflict less likely. Based on this, I identify
areas where human-computer interaction research has already contributed to
prevent conflict and promote peace, and open areas where our community can make
a positive difference. Keywords: causes of conflict, discussion, empirical studies, peace, software,
technology | |||
| Human computer biosphere interaction: towards a sustainable society | | BIBAK | Full-Text | 2509-2518 | |
| Hiroki Kobayashi; Ryoko Ueoka; Michitaka Hirose | |||
| This paper presents the author's vision of Human Computer Biosphere
Interaction (HCBI): Towards a Sustainable Society. HCBI extends the subject of
HCI from countable people, objects, pets, and plants to an auditory biosphere
that is uncountable, complex, and non-linguistic. By realizing HCBI, soundmarks
in a forest can help us feel as one with nature, beyond the physical distance.
The goal of HCBI is to realize the benefits of belonging to nature without
causing environmental destruction. This paper presents the concept overview,
related work, the method and developed interfaces. Keywords: HCBI (human computer biosphere interaction), nature conservation, nature
interface, smart fashion, soundscape visualization, sustainability, sustainable
interaction design | |||
| SenseableRays: opto-haptic substitution for touch-enhanced interactive spaces | | BIBAK | Full-Text | 2519-2528 | |
| Jun Rekimoto | |||
| This paper proposes a new haptic interaction system based on optical-haptic
substitution. This system combines time-modulated structured light emitted to
the workspace and a mobile or finger-mounted module consisting of a
photo-detector with a tactile actuator. Unlike other tactile feedback systems,
it does not require any complicated mechanism for position sensing and tactile
actuation. Instead, it directly converts time-modulated structured light into
haptic sensations. By sensing this light with a photo detector, users can feel
this time-modulated light as haptic sensations. The system can easily add
haptic feedback to a wide variety of applications, including surface computing
systems and 3D interactive spaces. Keywords: digital micro-mirror device, haptic interactions, interactive devices,
time-modulated structured light | |||
| Species-appropriate computer mediated interaction | | BIBAK | Full-Text | 2529-2534 | |
| Robert E. McGrath | |||
| Given the importance of our non-human companions, do we not want to extend
social media to our nonhuman co-species? If "human computer interfaces" should
be designed for "Anyone. Anywhere." (the theme of CHI 2001), then why not for
all species? Recent pioneering efforts have shown that computer mediated
interactions between humans and dogs, cats, chickens, cows, hamsters, and other
species are technically possible. These efforts excite the imagination and
challenge our understanding the basic nature of computer mediated interaction. Keywords: computer-non-human interfaces, cross-species interaction,
species-appropriate interfaces | |||
| Three environmental discourses in human-computer interaction | | BIBAK | Full-Text | 2535-2544 | |
| Elizabeth Goodman | |||
| A review of the past decade of human-computer interaction relating to
environmental issues identifies three discourses whose commitments and
assumptions have consequences for the design of new interfaces and interactive
systems: sustainable interaction design, re-visioning consumption and citizen
sensing. It suggests two promising directions for future research:
participatory design and infrastructure. Keywords: design, discourse analysis, environmentalism, nature, sustainability | |||
| Citedness, uncitedness, and the murky world between | | BIBAK | Full-Text | 2545-2554 | |
| Ian Scott MacKenzie | |||
| We test a recent claim in an opinion piece (interactions, May/June 2008, pp.
45-47) that publications by HCI researchers have little or no impact. The
alleged "phenomenon of uncitedness" was not supported. An examination of all
443 papers in the CHI Proceedings (1991-1995), ACM TOCHI (1994-1999), and
Human-Computer Interaction (1991-1995) found an average of 93.8, 106.7, and
80.4 citations per paper, respectively. H-index as an impact measure is
explained, with values given for members of the CHI Academy. The mean of 34.3
suggests that the group, taken as a whole, have had a significant impact on
human-computer interaction. Keywords: citations, h-index, impact | |||
| HCI for the real world | | BIBAK | Full-Text | 2555-2564 | |
| Nicholas A. Knouf | |||
| HCI as a field comfortably and unquestionably links itself with the
corporate world. What does this mean in terms of an ethics of problem choice,
meaning the considerations that influence what types of design projects HCI
researchers consider as important? Using the work of the industrial designer
Victor Papanek, I foreground the agency of the designer. By undertaking a close
reading of a recent publication of a major corporate research lab, I examine
what important social and political aspects are missing from their vision of
the future. I end by examining the work of the design team Anthony Dunne and
Fiona Raby, describing how HCI can be involved in the formation of new forms of
subjectivity that are not subservient to a market-based ideology. Keywords: critical design, design, designer agency, ethics, reflective design,
responsibility, subjectivity | |||
| Heat, fire and temperature: the industrial revolution and HCI | | BIBAK | Full-Text | 2565-2574 | |
| David J. Gilmore | |||
| HCI has many challenges and internal debates (for example, where is our
theory? What is the role of design in HCI? What is the relationship between
research and practice? How do we make an impact?) that recur at the CHI
conference and that students either ask themselves or find they are asked by
others.
This paper takes a historical look at this issue and describes some of the discoveries made during the industrial revolution about heat, fire and temperature (the development of thermodynamics) and how these discoveries were made. The parallels to human-computer interaction today are explored with two primary intentions: -- to show how important it is that we continue to debate and investigate the precise nature of concepts we take for granted (e.g. usability, user interfaces, user experience), and to illustrate how practice contributes to the development of theoretical concepts. Keywords: HCI, history, theory, usability, user experience, user interface | |||
| Out from behind the curtain: learning from a human auditory display | | BIBAK | Full-Text | 2575-2584 | |
| Peter Parente; Gary Bishop | |||
| In this paper we describe an approach to gathering design requirements for a
software auditory display by analyzing user interactions with an ideal partner:
a talking human controlling a computer. We explain the potential benefits of
studying such unconstrained user interaction before detailing the design and
execution of our qualitative evaluation. We report the results of our thematic
coding analysis and give examples of each of the seven major user techniques,
difficulties, and preferences identified. To conclude the paper, we summarize
the application of our results to the design of a software auditory display for
common office computing tasks. Keywords: auditory display, formative evaluation, ideal interaction, qualitative
evaluation, requirements gathering | |||
| Some statistical analyses of CHI | | BIBAK | Full-Text | 2585-2594 | |
| Joseph 'Jofish' Kaye | |||
| In this paper I show a variety of ways to represent and think about
statistical aspects of CHI and its sister conferences. In particular, I look at
author counts, gender analysis, and representations of repeat authors. I use
these visualizations to motivate questions about what the preferred state of
CHI should be. For example, should we strive for gender equality at CHI, and if
so, why, and if not, why not? Should we encourage the current trend of
increasing number of authors per paper, or might we be loosing something in
that process? I do not hope to answer these questions, but rather to encourage
their discussion. Keywords: authorship, bibliometric analysis, gender, statistical analysis,
visualizations | |||
| CubeBrowser: a cognitive adapter to explore media databases | | BIBAK | Full-Text | 2619-2622 | |
| Ludwig Zeller; Lasse Scherffig | |||
| CubeBrowser is the concept study for a six-display cube with digital screens
that makes it possible to browse online databases like flickr. The control of
navigation is exclusively accomplished by performing manual actions on the
object. This creates a playful way of exploring image collections that are
networked by tags. Keywords: 3dof, TUI, cognition, flickr, interaction, interface, perception, screens,
tagging, tangible | |||
| Local sensor: click to find and point to do | | BIBAK | Full-Text | 2623-2626 | |
| Qifeng Yan | |||
| Local Sensor is a direction and distance tracking application using low
power wireless connectivity. It enables new mobile user experiences bridging
the physical and digital world. There are lots of challenges in user experience
design since it is new for most end users. This paper introduces how the user
experience design was conducted to make local sensor an appealing feature for
mobile phone users. Keywords: directional ui, indoor navigation, local connection ui, local interaction,
seamless navigation | |||
| 'PhonePhone': NFC phone as a musical instrument | | BIBAK | Full-Text | 2627-2630 | |
| Tuomo Tuikka | |||
| This paper describes 'PhonePhone', an approach to create a musical
instrument using a Near Field Communication enabled mobile phone. Designs of
prototypes leading to the instrument are described in step by step fashion with
an explanation of the rationale behind the instrument implementation. The
result is a conceptual prototype, which can be used to play different sounds,
e.g. piano and drums. Keywords: NFC, mobile phone, musical, near field communication | |||
| Talkative cushion: a phatic audio device to support family communication | | BIBAK | Full-Text | 2631-2634 | |
| Chang Won Kim; Tek-Jin Nam | |||
| The 'Talkative Cushion' is a novel audio recorder which transforms recorded
voices into humorous and ludicrous sounds. It is proposed as a phatic device
for homes. It is designed to make people playful and funny when communicating
in homes because a delightful situation makes people active to talk. In this
paper, we describe why and how a cushion is selected as our target object and
how the concept of phatic technologies applied to the cushion. Keywords: audio recording, home, interaction design, intimacy, phatic technology,
tangible & ambient ui | |||
| The birth of mobile chinese keypad & hybrid input methods | | BIBAK | Full-Text | 2635-2638 | |
| Qifeng Yan | |||
| Almost all the language input devices were designed based on western
linguistic and psychological model. They are just localized by changing the
printings without any key layout modification for eastern countries. In this
paper, the design process and user study of a Chinese style keypad and a hybrid
input method are introduced. Keywords: chinese input, chinese keypad, hybrid input | |||
| The shared worlds of industrial design TU/e and philips research | | BIBAK | Full-Text | 2639-2642 | |
| Caroline Hummels; Emile Aarts; Kees Overbeeke | |||
| In this exhibition booth at the Design Vignettes venue we show through
projects, demos and information the joined worlds of the department of
Industrial Design at the Eindhoven University of Technology and Philips
Research, Eindhoven. We show through the results of different joined and
related projects, how we envision that design can transform society through
intelligent systems, products and related services, and how we can and are
educating a new type of designer who is working in the realm of ambient
intelligence and who is able to join the worlds of design, engineering and
science. Keywords: ambient intelligence, design education, industrial design, intelligent
products, interaction design | |||
| The ténéré: design for supporting energy conservation behaviors | | BIBAK | Full-Text | 2643-2646 | |
| Ju-Whan Kim; Yun-Kyung Kim; Tek-Jin Nam | |||
| We present the Ténéré, electric power extension cords,
designed to support people's energy conservation behaviors. The focus of design
solutions was to provide appropriate energy awareness information in meaningful
and emotional ways while products are being used. A narrative of tree was used
to indicate energy use. The Tree of Tenere was the most isolated tree in the
world. The tree is dead now and replace by a tree-like sculpture. It symbolizes
the environmental consequences of human activity. When users overuse
electricity, the graphics of the tree is transformed to the sculpture. This
interactive graphics on the product encourages sustainable behaviors. Users are
expected to be impressed and change their energy behaviors. Also we verified
narrative-embedding approach is considerable method for industrial design
field. Keywords: ambient display, behavior change, energy consumption, interaction design,
narrative | |||
| Designing the melody of interaction through movies, maps, mechanisms, prototypes and presentations | | BIBAK | Full-Text | 2647-2650 | |
| Caroline Hummels; Michael Cruz Restrepo; Kees Overbeeke | |||
| Now that computers are no longer merely a means to do our job but help us to
pursue our lives, one could question the appropriateness of functionality and
efficiency as the main guiding principles for design. User experience and
aesthetics of interaction are becoming increasingly paramount. But what makes
for aesthetic of interaction and how to design for it? In the module
"Aesthetics of Interaction" we used a variety of methods to discuss, experience
and analyse the concept of aesthetics of interaction in depth. In this extended
abstract we elucidate the methods used, i.e., movies, interaction maps,
interaction mechanisms, prototypes and silent presentations, including the
rationale behind them. Keywords: aesthetics of interaction, design methods, interaction map, interaction
mechanism, movies, prototypes | |||
| Designing with unconscious human behaviors for eco-friendly interaction | | BIBAK | Full-Text | 2651-2654 | |
| Minjung Sohn; Tekjin Nam; Woohun Lee | |||
| Eco-design has become a central research issue for interaction design, as
emerging interactive products can create serious environmental impacts while
products are being used. We investigate a design method and develop case
studies for eco-friendly interaction. A main concept of the design method is to
apply unconscious human behaviors in interaction design. Products designed with
this method are expected to be used unconsciously by users with reduced
environmental impacts. In this paper, we present a framework of design space
matrix and initial case studies for the design method. For the framework, we
identified the types of interaction behaviors causing environmental impacts and
the attributes of unconscious human behaviors. Based on the framework, three
design cases -- a power cord, a trashcan and a speedometer of an automobile --
were developed. The proposed framework and design cases can be used as a base
of an advanced eco-friendly interaction design method. Keywords: design for sustainability, eco-friendly interaction design, interaction
design, thoughtless act, unconscious human behaviors | |||
| The reflective transformative design process | | BIBAK | Full-Text | 2655-2658 | |
| Caroline Hummels; Joep Frens | |||
| The department of Industrial Design at the Eindhoven University of
Technology distinct itself through a unique combination of focus (designing
highly intelligent systems, products, and related services) and education model
(competency-centred learning). Based on the foundations of our department we
identify three implications for our preferred design process: it is flexible
and open, it values design action as a generator of knowledge and it is driven
by a vision on the design opportunities that are afforded by emerging
intelligent technology. In this paper we explain the reflective transformative
design process and the rationale behind. Keywords: competency-based learning, design process, parallel design process,
reflection on action, reflective transformative design process | |||
| Designing CALLY, a cell-phone robot | | BIBAK | Full-Text | 2659-2662 | |
| Ji-Dong Yim; Christopher D. Shaw | |||
| This proposal describes the early phase of our design process developing a
robot cell-phone named CALLY, with which we are exploring the roles of facial
and gestural expressions of robotic products in human computer interaction. We
introduce non-verbal anthropomorphic affect features as media for building
emotional intimacy between a user and a product. Also, two social robot
application ideas generated from brainstorming and initial participatory design
workshop are presented with their usage scenarios and implementations. We
learned from the pilot test that the prototyping and bodystorming ideation
technique enabled participants to more actively take part in generating new
ideas when designing robotic products. Keywords: affect features, bodystorming, facial and gestural expressions, mobile
phone, robotic product | |||
| More than kimchi and cash: designing for cultural identity | | BIBAK | Full-Text | 2663-2666 | |
| Kipum Lee; Shelley Evenson; Richard Buchanan | |||
| This project was motivated by one question: Can products be instruments for
designing and shaping culture?
We know that there are products that can destroy a culture. For example, the Nazis created sophisticated products to annihilate groups of people. More recently, many of the visually impaired have complained about not being able to hear hybrid vehicles before crossing the street. If certain products are destructive to a culture, can other ones enhance it? My hypothesis is that there are products or a class of products -- centered around appropriate activities -- that can support an environment for people to participate and shape. This project focuses on a specific cultural environment and the impact a product could have in facilitating relationships and participation in that context. Keywords: Korean Americans, culture, designing for culture, family, forms of
interaction, identity, participation | |||
| Shapewriter on the iPhone: from the laboratory to the real world | | BIBAK | Full-Text | 2667-2670 | |
| Shumin Zhai; Per Ola Kristensson; Pengjun Gong; Michael Greiner; Shilei Allen Peng; Liang Mico Liu; Anthony Dunnigan | |||
| We present our experience in bringing ShapeWriter, a novel HCI research
product, from the laboratory to real world users through iPhone's App Store. Keywords: iPhone, mobile, shapewriter, text input, touch screen | |||
| Design an interactive visualization system for core drilling expeditions using immersive empathic method | | BIBAK | Full-Text | 2671-2674 | |
| Yu-Chung Chen; Sangyoon Lee; HyeJung Hur; Jason Leigh; Andrew Johnson; Luc Renambot | |||
| In this paper, we propose an immersive empathic design method and used it to
create an interactive high-resolution core visualization system for real-world
geological core drilling expeditions. A high domain knowledge barrier makes it
difficult for a person from outside this field to imagine the user experience
simply through observation. The globally distributed nature of the core
drilling community imposes further design constraints. We used this approach to
embed a computer scientist trained as a junior core technician. This process
allowed the developer to experience authentic user activities and enabled the
design of an innovative system for solving real-world problems. This approach
made the best use of precious co-located opportunities, overcame the initial
domain knowledge barrier, and established a trust relationship between the
developer and the domain scientists. The system designed through this approach
formed a sustainable and adaptive foundation that the domain scientists can
build on. Through in-situ deployment, observation and interview evaluations
from on-going expeditions, we present the advantages of this process. Keywords: HCI, empathic design, visualization | |||
| Safety, speed, and style: interaction design of an in-vehicle user interface | | BIBAK | Full-Text | 2675-2678 | |
| Larry Constantine; Helmut Windl | |||
| Constrained by tight schedule and driven by both safety-critical and
aesthetic concerns, an interdisciplinary team designed a novel in-vehicle
multimodal, multimedia interface by an unconventional, streamlined process. The
distinctive interface architecture and interaction design emphasize style and
simplified interaction through strong visual design to speed user recognition,
interpretation, and task completion, reducing driver distraction and cognitive
load. Keywords: automotive, in-vehicle, interaction design, model-driven design,
safety-critical, user performance | |||
| Simplified user interfaces for design and user testing of architecture software applications | | BIBAK | Full-Text | 2679-2682 | |
| Greg Demchak; Matthew Jezyk; Lira Nikolovska | |||
| In this paper we describe the value of creating simplified user interfaces
for architectural software applications intended for use in early conceptual
design phases. By reducing the interface the team was able to solicit specific
feedback about new tools without the overhead or pre-conceptions associated
with using an existing software platform. As a result, the team was able to
iterate rapidly on specific problems. Keywords: architecture, conceptual design, design research, iteration, prototype | |||
| Understanding user needs for conceptual design phases of architecture projects | | BIBAK | Full-Text | 2683-2686 | |
| Lira Nikolovska; Greg Demchak; Matthew Jezyk | |||
| This paper describes design research methods used to understand user needs,
identify user requirements and create new conceptual design workflows for an
existing architectural software application. Keywords: architecture, conceptual design, scenarios, storyboards, user research | |||
| When one-arm bandits go digital: designing a casino back-end system | | BIBAK | Full-Text | 2687-2690 | |
| Celine Pering; Sheila Vyas | |||
| frog design collaborated with a gaming machine manufacturer to design a
back-end system to address the needs of casino floor managers. As casinos
migrate to server-based slot machines, they also need to transform their
back-end systems. The frog team conducted user research and designed a new
system of floor management software. Our design helped optimize the experience
of casino workers, pushed the brand envelop of the gaming provider within their
industry, and won a Productivity Award from Global Gaming Expo in 2007. Keywords: WPF, archetypes, casino, design, enterprise, interaction design,
productivity tool, visual design | |||
| Artful surfaces in design practices | | BIBAK | Full-Text | 2691-2694 | |
| Dhaval Vyas | |||
| A largely overlooked aspect of innovative design practices is how workplace
surfaces play a role in supporting designers' everyday work. In this paper we
introduce the idea of artful surfaces. Artful surfaces (Figure 1) are full of
informative, inspirational and creative artefacts that help designers
accomplish their everyday design practices. The way these surfaces are created
and used could provide information about how designers work. We identify four
types of artful surfaces: personal, shared, project-specific and live surfaces;
and describe them using examples. Keywords: artefacts, artful surface, design practice, ethnography | |||
| Co-reflection: user involvement for highly dynamic design processes | | BIBAK | Full-Text | 2695-2698 | |
| Oscar Tomico; Joep W. Frens; C. J. Overbeeke | |||
| User involvement in systems, products and related services design has
increased considerably in relevance. The way user involvement actually
progresses depends on how the users are situated in relation to the design
process. Their influence may extend from the results of the design project to
planning and managing the course of the design project. Sequential techniques
developed for the rational problem solving or reflective process have a limited
application in highly dynamic design processes. More precisely, in sequential
design processes validation steers reflection into a single direction. For this
reason, a methodological approach not based on the sequential
(hypothetical-deductive) paradigm but on the dialectical inquiry (inductive
paradigm) between designers and users is considered. The versatile and holistic
nature of this co-reflective process makes it suitable for dynamic and
unstructured design processes based on different streams of reflection. Keywords: co-reflection, constructivist psychology, design process(es), inductive
processes, user participation | |||
| Ten steps of integrating user feedback into the product definition process: a closed loop approach | | BIBAK | Full-Text | 2699-2702 | |
| Jens Bombolowsky; Edmund Eberleh | |||
| An appropriate and timely integration of results from user feedback studies
into product definition and development efforts is an important but challenging
goal. In this paper we describe some best practices and processes at SAP which
are facilitating this integration. They are based on several years of
experience of applying user centered design principles to SAP Business ByDesign
Software. Keywords: product definition process, user centered design process, user feedback | |||
| Driving user centered design into IT organizations: is it possible? | | BIBAK | Full-Text | 2727-2730 | |
| Karen Holtzblatt; Joshua Barr; Les Holtzblatt | |||
| In many organizations, actively engaging in user-centered design (UCD)
techniques is standard practice when delivering products into the commercial
marketplace or to external customers. But in these same organizations -- or in
organizations not delivering products to an external customer -- the creation
of systems for use by employees is a conversation between IT and the business
unit. UCD professionals are either not participating, or they have very limited
influence. This SIG creates a forum for people with real-world experience and
challenges to discuss how -- and whether it is even possible -- to bring UCD
into the IT organization. Keywords: business systems redesign, requirements gathering / specifications,
usability, user experience, user-centered design | |||
| End user software engineering: CHI: 2009 special interest group meeting | | BIBAK | Full-Text | 2731-2734 | |
| Brad A. Myers; Margaret M. Burnett; Susan Wiedenbeck; Andrew J. Ko; Mary Beth Rosson | |||
| End users create software whenever they write, for instance, educational
simulations, spreadsheets, or dynamic e-business web applications. Researchers
are working to bring the benefits of rigorous software engineering
methodologies to these end users to try to make their software more reliable.
Unfortunately, errors are pervasive in end-user software, and the resulting
impact is sometimes enormous. This special interest group meeting will bring
together the community of researchers who are addressing this topic with the
companies that are creating and using end-user programming tools. Keywords: empirical studies of programmers (ESP), end users shaping effective software
(EUSES), end-user development (EUD), end-user software engineering (EUSE),
natural programming, psychology of programming | |||
| Designing for families | | BIBAK | Full-Text | 2735-2738 | |
| Carman Neustaedter; Svetlana Yarosh; A. J. Brush | |||
| In this Special Interest Group (SIG) we plan to focus on discussions and
activities surrounding the design of technologies to support families. Many
researchers and designers study domestic routines to inform technology design,
create novel interactive systems, and evaluate these systems through real world
use. Bringing together researchers, designers and practitioners interested in
technologies for families at a SIG provides a forum for discussing shared
interests including methods for gaining an understanding of the user, metrics
for evaluating interventions, and shared definitions of the concept of the
family. Keywords: domestic life, families, technology design | |||
| Integrating user experience into free/libre open source software: CHI 2009 special interest group | | BIBAK | Full-Text | 2739-2742 | |
| Daniel Schwartz; Allen Gunn | |||
| The importance of software in daily life for casual and business purposes
has led to a strong increase in the formal integration of usability in
commercial software development processes. However, usability still appears to
be largely an afterthought for Free/Libre/Open Source Software (FLOSS). The
intent of this Special Interest Group (SIG) is to encourage participation by
the user experience (UX) community and to identify solutions for better
integration of UX into the FLOSS development process. Keywords: computer supported cooperative work, development, floss, open source,
usability, user experience | |||
| Usable intelligent interactive systems: CHI 2009 special interest group meeting | | BIBAK | Full-Text | 2743-2746 | |
| Aaron Spaulding; Krzysztof Z. Gajos; Anthony Jameson; Per Ola Kristensson; Andrea Bunt; Will Haines | |||
| The AI and HCI communities have often been characterized as having opposing
views of how humans and computers should interact" observes Winograd in
Shifting Viewpoints. It is time to narrow this gap. What was once considered
the forefront of artificial intelligence (AI) research can now be found in
commercial products. While some have failed, others, such as face detection in
digital cameras or product recommendation systems, have become so mainstream
they are no longer thought of as artificial intelligence. This special interest
group provides a forum to examine the apparent gap between HCI and AI
communities, to explore how intelligent technologies can enable novel
interaction with computation, and to investigate the challenges associated with
understanding human abilities, limitations, and preferences in order to drive
the design of intelligent interactive systems. Keywords: artificial intelligence, human computer interaction | |||
| Overcoming challenges in mobile UX research methods and tools | | BIBAK | Full-Text | 2747-2750 | |
| Yelena Nakhimovsky; Dean Eckles; Jens Riegelsberger | |||
| Judging by the year-by-year increasing number of CHI publications on mobile
research methods and tools, it is clear that the community is currently rapidly
innovating on tools, infrastructure, and methods for mobile user experience
(UX) research. To reflect on this development, this SIG extends the workshop,
"Mobile User Experience Research: Challenges, Methods & Tools" [8], and will
open up the discussion to a wider group of practitioners and researchers. Keywords: mobile research, research methods, research tools | |||
| Agile user experience SIG | | BIBAK | Full-Text | 2751-2754 | |
| Lynn Miller; Desirée Sy | |||
| Agile development is being adopted by companies with greater frequency every
year, resulting in changes to the way user experience practitioners work.
Unfortunately, there has been little guidance on how to incorporate User
Centered Design (UCD) into the agile process so most practitioners either
struggle alone or seek out others in the same boat.
The goal of this SIG is to draw upon the shared experience of these practitioners to uncover the best practices for agile user-centered design to facilitate optimal product development. Keywords: agile development, design tools and techniques, user experience, user
interfaces -- evaluation/methodology, user-centered design | |||
| Designing user interfaces for multi-touch and gesture devices | | BIBAK | Full-Text | 2755-2758 | |
| Daniel Wigdor; Joe Fletcher; Gerald Morrison | |||
| Initially Designers only had a keyboard and lines of text to design. Then,
the mouse enabled a richer design ecosystem with two dimensional plains of UI.
Now the Design and Research communities have access to multi-touch and gestural
interfaces which have been released on a mass market scale. This allows them to
design and develop new, unique, and richer design patterns and approaches.
These methods are no longer confined to research projects or innovation labs,
but are now offered on a large scale to millions of consumers. With these new
interface behaviors, in combination with multiple types of hardware devices
that can affect the interface, there are new problems and patterns that have
increased the complexity of designing interfaces.
The aim of this SIG is to provide a forum for Designers, Researchers, and Usability Professionals to discuss this new and emerging technology trends for multi-touch and gesture interfaces, as well as discuss current design patterns within these interfaces. Our goal is to cross pollinate ideas and current solutions from practitioners and researchers across communities to help drive awareness of this new field for those interested in, just starting in, or currently involved in the design of these systems. Keywords: NUI, direct manipulation, gesture, multi-touch, natural user interface,
tabletop, touch, touch screen | |||
| Design and adoption of social collaboration software within businesses | | BIBAK | Full-Text | 2759-2762 | |
| Jason Blackwell; John Sheridan; Keith Instone; David R. Schwartz; Sandra Kogan | |||
| Social networking and collaboration sites are having a large impact on
people's personal lives. These same applications, similar functions and related
experiences are being adopted within businesses. This special interest group
will address the issues around social collaboration software in the business
setting. What is the value for the business and its users? How do you measure
success? What strategic design and user experience issues are key for
successful adoption? What roles do user experience professionals play in this
type of social system? Keywords: social collaboration, social computing | |||
| User experience evaluation: do you know which method to use? | | BIBAK | Full-Text | 2763-2766 | |
| Marianna Obrist; Virpi Roto; Kaisa Väänänen-Vainio-Mattila | |||
| High quality user experience (UX) has become a central competitive factor of
product development in mature consumer markets. Although the term UX is widely
used, the methods and tools for evaluating UX are still inadequate. This SIG
session collects information and experiences about UX evaluation methods used
in both academia and industry, discusses the pros and cons of each method, and
ideates on how to improve the methods. Keywords: evaluation methods, user experience | |||
| Research ethics in the facebook era: privacy, anonymity, and oversight | | BIBAK | Full-Text | 2767-2770 | |
| Nathan Bos; Karrie Karahalios; Marcela Musgrove-Chávez; Erika Shehan Poole; John Charles Thomas; Sarita Yardi | |||
| Ethical standards for human subjects research have not kept up with new
research paradigms. Several research areas are particularly problematic for the
CHI community. Online social research is testing the boundaries of public
observation, third-party disclosure, and anonymization methods. Furthermore,
there are differences in norms about what is and is not ethical among various
research disciplines studying the Web. This SIG brings together members of the
CHI community who are interested in research ethics for studying the Web. We
invite seasoned veterans from industry and academia, educators, and newcomers
to the field to share their experiences and advice, ask questions, and to form
an interest group that can help shape university and corporate best practices
for online research. Keywords: methods, regulation, research ethics, social and legal issues, web research | |||
| API usability: CHI'2009 special interest group meeting | | BIBAK | Full-Text | 2771-2774 | |
| John M. Daughtry; Umer Farooq; Jeffrey Stylos; Brad A. Myers | |||
| Programmers of all types from novice end-user developers to professional
software engineers make use of application programming interfaces (API) within
their various designs. And, while the use of these interfaces is ubiquitous,
there is little research about their design. Recently, a number of researchers
and practitioners have begun to treat API design as a first-order object of
study and practice. The purpose of this special interest group meeting is to
bring together the community of usability researchers and professionals
interested in API usability. The time will be used to discuss attendees' ideas
and opinions in order to stimulate this new and exciting emerging field that
crosses the boundaries between human-computer interaction and software
engineering. Keywords: empirical studies of programmers (esp), natural programming, psychology of
programming | |||
| CropConnect: enabling community supported agriculture | | BIBAK | Full-Text | 2799-2804 | |
| Michael R. Van Waardhuizen; Catherine E. Peloquin; Uttam Kokil | |||
| This research describes a user-centered design effort to facilitate
community supported agriculture programs. This process resulted in a paper
prototype of a web-based system that connects a diverse user group more
efficiently and robustly than at present. The prototype was evaluated by
several stakeholders who were able to successfully accomplish their tasks. Keywords: community supported agriculture, contextual inquiry, prototype, user
centered design, web-based system | |||
| Dress for success: automating the recycling of school uniforms | | BIBAK | Full-Text | 2805-2810 | |
| Fatima A. Boujarwah; Amha Mogus; Jennifer Stoll; Kanan T. Garg | |||
| In this paper we present the Dress for Success (D4S) system, a web-supported
vending machine for school uniforms. The main goal of the D4S system is to
encourage and facilitate the recycling of school uniforms by automating the
exchange between parents and minimizing the work necessary to donate and obtain
second-hand school uniforms. By creating a sustainable system that facilitates
the reuse of this clothing, we hope to reduce both the environmental and
monetary cost associated with current uniform purchasing practices. Keywords: repurposing technology, resource consumption, school uniform recycling,
sustainability | |||
| Edible earth: dining on seasonal and local ingredients | | BIBAK | Full-Text | 2811-2816 | |
| Ross Bohner; Nikki D'Adamo; Adam Faeth; Sara R. Kaplan; William E. Marsh | |||
| College students are primarily concerned with the price and convenience of
the food they choose to eat. Environmental impact is not a consideration in
their food decisions. We present a web-based solution that simplifies meal
choices and addresses the perception that home-prepared meals are inconvenient
and expensive. The solution provides a web service that suggests convenient
recipes that use local and seasonal ingredients tailored to the user's
location. This promotes sustainable food purchasing habits. The solution uses a
location-aware mobile device as an example platform. The study presents the
participatory design process that informed the development of this solution. Keywords: college students, food decision heuristics, food preparation,
location-aware, sustainable food | |||
| eXtend: reducing e-waste through redistribution of local it resources | | BIBAK | Full-Text | 2817-2822 | |
| Annie T. Fang; Rahan Khozein; Sergio M. Mendez-Baiges; Eunice Y. Shin | |||
| We designed a system of online classified ads that facilitates cascading
used Information Technology (IT) equipment such as computers, printers, and
monitors from computing-intensive labs in higher education institutions to
lower-end labs and then to administrative sites within the institution and
finally the local community. After ethnographic research and a literature
review, we found that IT departments in higher education institutions tend to
recycle instead of reuse IT equipment largely because there is no system in
place that fosters equipment reuse. In the University of Michigan, this results
in 50 tons of electronics being recycled annually, an estimated 40% of which
could be re-used either elsewhere in the institution or in the wider local
community. eXtend will promote decreased consumption of new equipment which
will lead to a decrease in the generation of local e-waste. Keywords: design, e-waste, electronics, equipment lifespan, it equipment, local,
recycle, reuse, second-hand, used electronics | |||
| LocalBuy: a system for serving communities with local food | | BIBAK | Full-Text | 2823-2828 | |
| Li Li; Nan Chen; Wentao Wang; Jenica Baty | |||
| We seek to make local and sustainably produced food available and easy to
buy by linking consumers with local producers of meat, vegetables, fruit, and
much more. Our dynamic website will enable buyers to purchase fresh and healthy
food directly from the manufacturers of these products, contributing to local
economy. We are advantageously positioned to help farmers avoid the middlemen,
the wholesalers, the big box stores and allow them to meaningfully connect with
their consumers. Keywords: buyers, farmers, local food, online community, online transaction, supply
chain, sustainability | |||
| MIFresh: promoting local produce consumption | | BIBAK | Full-Text | 2829-2834 | |
| Jiang Yang; Maureen Hanratty; Geoffrey Ho; Xiao Wei | |||
| In this paper we introduce MIFresh, a grocery store system consisting of a
large display and individual kiosks that aims to increase the demand of local
produce. In cities like Detroit, where poverty and health are major concerns,
increasing consumption of local produce can help create local jobs, sustain the
environment, and improve health. We used rapid contextual design to analyze
Detroit's existing food system and, based on our findings, iteratively design a
solution. MIFresh uses proven techniques such as coupons and rewards points
programs and delivers education and awareness about the importance of consuming
local produce. User testing results among the target population are promising. Keywords: consumer systems, human-centered computing, kiosk systems, large displays,
sustainability | |||
| TreasureHunter: a system to increase the reuse of local used goods | | BIBAK | Full-Text | 2835-2840 | |
| Sanghyuk Koh; Amy Kuo; Debra Lauterbach; Noah Liebman; Andrea McVittie | |||
| Increasing the reuse of locally available consumer goods is one way to make
consumption more sustainable. We present TreasureHunter, a system to help
consumers find and share used goods available at thrift stores in their local
area. TreasureHunter enlists frequent thrift store shoppers to help find
requested items for those who lack the time or inclination to search for the
items themselves. Incentive-centered design was used to craft a solution to fit
the needs of all types of shoppers. TreasureHunter consists of an online
community that is also accessible from mobile phones so that it can be used
while at a thrift store. The proposed system works best on smartphones, though
any Internet-capable phone could also be used. By motivating more people to buy
used goods instead of new, everyone can benefit as consumers pay less for the
goods they desire and fewer resources are wasted in the transportation and
consumption of new goods. Keywords: incentive-centered design, local resources, mobile technology, online
communities, thrift stores | |||
| WantKnot: connecting organizations to improve their waste management practices | | BIBAK | Full-Text | 2841-2846 | |
| Jared S. Bauer; Liz A. Blankenship; Leanna M. Gingras; Mark A. Goetz | |||
| Commercial businesses represent a large portion of all waste generation;
furthermore, their waste streams are large and consistent enough to provide a
steady resource to other organizations that can use the waste as inputs for
their own processes. However, businesses find it difficult to connect with
other organizations, especially those in different industries. We conducted a
user-centered design process in which we interviewed 17 local organizations,
built an affinity diagram, and devised personas and scenarios. Using this
information, we designed a social network, WantKnot, which allows businesses to
find other local organizations interested in absorbing some of their waste
streams. Based on a preliminary round of usability testing, we found that
WantKnot connects businesses in valuable ways, and in doing so, reduces waste
and transportation resources. Keywords: industrial ecology, local resources, sustainability, waste partnerships | |||
| WattBot: a residential electricity monitoring and feedback system | | BIBAK | Full-Text | 2847-2852 | |
| Dane Petersen; Jay Steele; Joe Wilkerson | |||
| Electricity production emits carbon dioxide and other gases into the
atmosphere, adversely influences global climate change, depletes limited
natural resources, and negatively impacts the lives of those who live near
power plants. We designed a residential electricity monitoring and feedback
system called WattBot, that allows users to track their home energy usage and
encourages them to reduce consumption. Our solution is an application for the
Apple iPhone and iPod touch that receives data from a wireless hub, allowing
users to view, compare and analyze their electricity usage over time. Keywords: energy use, feedback, interaction design, persuasive computing,
sustainability, visualization | |||
| Weigh your waste: a sustainable way to reduce waste | | BIBAK | Full-Text | 2853-2858 | |
| Alex A. Gartland; Paulina Piasek | |||
| An increased concern for the environment has brought about an arena to
develop and experiment with new devices to support sustainable design. The
'Weigh Your Waste' (WYW) device will allow the user to monitor their waste
charges and provide a platform for the user to learn and explore areas such as:
recycling, reusing old items, how to make compost and many other green
activities. Some districts are encouraged to recycle by paying for their waste
according to its weight. Similarly, some businesses are subject to a 'pay by
weight' scheme. The WYW system proposes to tackle issues for users in these
schemes. However, users that are not subject to these schemes can still benefit
from the device by using it as a learning tool. Keywords: bin tax, pay by weight, proenvironmental behavior, recycling, rubbish,
sustainable design, trash, waste | |||
| Acquiring a professional "second life": problems and prospects for the use of virtual worlds in business | | BIBAK | Full-Text | 2883-2898 | |
| Katherine Bessière; Jason B. Ellis; Wendy A. Kellogg | |||
| The current surge of interest in virtual worlds suggests they are poised to
make an evolutionary leap to the workplace, as instant messaging did a decade
ago. In recent work we have introduced dozens of new users to teambuilding
activities in the Second Life environment, meeting both enthusiasm and
skepticism. We document five issues for professional users of virtual
environments: initial motivation, technical difficulties, interacting
competently, becoming socially proficient, and finding compelling activities.
Based on these we describe a training strategy to enable professional users of
virtual worlds. Keywords: adoption, collaboration, serious games, social affordances, social
translucence, user training, virtual worlds | |||
| Bringing web 2.0 to government research: a case study | | BIBAK | Full-Text | 2899-2902 | |
| Francesca A. Barrientos; Elizabeth A. Foughty; Dawn M. McIntosh; Bryan L. Matthews | |||
| DASHlink is a public NASA research collaboration website. Web 2.0 style
content generation and social software technologies along with a
community-moderated posting policy make it easier and faster for NASA
scientists and research partners to share data and knowledge with each other
and the general public. Designing and building an open collaboration website
tested the boundaries of government information sharing rules and policies. In
this paper we describe our experiences with and solutions to government
specific design challenges. Keywords: collaboration, government, policy, social software, user-generated content,
web 2.0 | |||
| Designing for and with diaspora: a case study of work for the truth and reconciliation commission of liberia | | BIBAK | Full-Text | 2903-2918 | |
| Michael L. Best; Thomas N. Smyth; Daniel Serrano-Baquero; John Etherton | |||
| We describe our experiences in designing new media technologies in
cooperation with Liberia's Truth and Reconciliation Commission. This work
includes two major projects: a dynamic, interactive Web site for the
Commission, and a mobile video-sharing kiosk intended for use in-country where
connectivity is limited. We place specific focus on our design exercises with
members of the Liberian diaspora in Atlanta. Our report includes lessons
learned both in designing technologies directly for diaspora users, and in
using diaspora members as surrogates for users in-country. These lessons
include the need to recognize diversity even within the diaspora community, the
sensitivity of content to cultural nuances, and the overall value of the
perspective of interaction with diaspora members. Keywords: contextual design, cross-cultural design, diaspora, liberia, participatory
design, post-conflict reconciliation, user-centered design | |||
| Beyond usability: evaluating emotional response as an integral part of the user experience | | BIBAK | Full-Text | 2919-2930 | |
| Anshu Agarwal; Andrew Meyer | |||
| The role of emotion as an integral component of user experience has mostly
been overlooked in the HCI literature. Instead, usability has been relied upon
as the key indicator of user experience. We developed a methodology that
combined verbal and nonverbal emotion scales. A usability study was then
conducted, in which we collected both traditional usability metrics and
emotional response data. Results indicated insignificant differences in
usability metrics but numerous significant differences between emotional
responses of users. Exploration of these emotional responses successfully
provided additional insight into the user experience. Keywords: design, emotion, methodology, metrics, usability, user experience, user
interface | |||
| Open by design: how IBM partnered with the user community in the redesign of lotus notes | | BIBAK | Full-Text | 2931-2944 | |
| Elizabeth M. Comstock; Mary Beth Raven; Sheri F. Branco; Michelle L. Cooper; Deborah E. Maurer | |||
| This paper describes the methods used to successfully redesign the IBM Lotus
Notes user experience. The methods we found most valuable were designed to be
open to a rich dialog with the wide community of Notes users. Based on our
experience, we share practical benefits and challenges with using these
methods. Keywords: design methods, ibm lotus notes, involving users, usability, user experience
practice | |||
| Perspective probe: many parts add up to a whole perspective | | BIBAK | Full-Text | 2945-2954 | |
| Marianne Berkovich | |||
| This case study describes a variation of cultural, technology, and other
probes, called a "perspective probe." The perspective probe consisted of
multiple activities that participants completed on their own and then discussed
with the researcher. The participant's responses to the individual activities
added up to their whole perspective. The probe's activities helped guide the
conversation around a sensitive topic instead of asking directly about it.
This paper illustrates how the perspective probe methodology was used to gather information for Google Finance. The focus is on the method rather than the particular findings from the study. The perspective probe methodology was useful in getting rich data from participants and building a holistic understanding of the participant's perspective on a difficult topic, in this case money and investing. Keywords: cultural probe, hci, probe | |||
| An online forum as a user diary for remote workplace evaluation of a work-integrated learning system | | BIBAK | Full-Text | 2955-2970 | |
| Valentina Lichtner; Angela P. Kounkou; Amir Dotan; José P. Kooken; Neil A. M. Maiden | |||
| This paper presents and discusses the use of an online diary for the remote
evaluation at the workplace of a new knowledge management tool that supports
self-directed learning at work, the second APOSDLE prototype. The workplace
evaluation was carried out collaboratively in four different organizations,
across different European countries. The online diary was built with the open
source discussion forum software phpBB. Used in combination with other research
methods, the diary allowed gathering data on the system design and performance
as well as the user experience. Its flexibility met participants' preferences
and needs. With its use, the diary became the communication tool between users,
researchers and developers, giving voice to the users in the evaluation and
redesign process. Keywords: evaluation method, formative evaluation, user diary | |||
| Designing and deploying usetube, Google's global user experience observation and recording system | | BIBAK | Full-Text | 2971-2986 | |
| Mark LaRosa; David Poole; Rudy Schusteritsch | |||
| In this paper, we describe various systems that can be used to record and
observe user research activities. We examine the different user needs in this
space and the key variables that determine how these needs can be addressed. We
then focus on the system we designed and built for the user experience team at
Google. Features of that system include the ability to watch high-definition
study videos live from anywhere on the Google network using any browser on any
major operating system in real time as studies are being conducted around the
world, a complete and easily accessible archive of all study videos ever
recorded at Google, one-button self-serve operation for study moderators, and
minimal system maintenance. Since implementing this system, we have seen a
dramatic increase in the number of observers who directly experience our end
users. Keywords: iterative usability lab design, observation and recording system, picture in
picture, streaming video solutions, usability lab infrastructure, user
experience research, video recording | |||
| Supporting the design of network-spanning applications | | BIBAK | Full-Text | 2987-3002 | |
| Stefan Rennick Egglestone; Andy Boucher; Tom Rodden; Andy Law; Jan Humble; Chris Greenhalgh | |||
| In this case study, we describe our use of ECT, a tool intended to simplify
the design and development of network-spanning applications. We have used ECT
throughout the course of a two-year collaboration, which has involved
individuals with expertise in a variety of fields, including interaction design
and computer systems engineering. We describe our experiences with this tool,
with a particular focus on its emerging role in helping us to structure our
collaboration. We conclude by presenting lessons that we have learned, and by
suggesting future directions for the development of tools to support the design
of network-spanning applications. Keywords: component-orientation., interaction design, network-spanning applications,
toolkit | |||
| Adaptive personalisation for researcher-independent brain body interface usage | | BIBAK | Full-Text | 3003-3018 | |
| Paul Gnanayutham; Gilbert Cockton | |||
| In this case study, we report what we believe to be the first prolonged
in-situ use of a brain-body interface for rehabilitation of individuals with
severe neurological impairment due to traumatic brain injury with no
development researchers present. We attribute this success to the development
of an adaptive cursor acceleration algorithm based on screen tiling, which we
combined with an adaptable user interface to achieve inclusive design through
personalisation for each individual. A successful evaluation of this approach
encouraged us to leave our Brain-Body Interface in the care settings of our
evaluation participants with traumatic brain injury, where it was used with
support from health care professionals and other members of participants' care
circles. Keywords: assistive technology., brain-body interfaces, brain-computer interfaces,
cyberlink?, neurorehabilitation | |||
| Dynamically transparent window | | BIBAK | Full-Text | 3019-3034 | |
| Peter Dalsgaard; Kim Halskov | |||
| In this paper, we present a case study of Dynamically Transparent Windows
installed during a five weeks period in the facade of a major department store
on a busy high street. The windows are fitted with so-called electro-chromatic
foil that can change from opaque to transparent when an electric current runs
through it. By using strips or rectangles of the foil, narrow bands on the
façade interactively change and reveal what is on display in the store
in order to draw the by-passers closer, and encourage them to explore the
display. Our evaluation based on log-data, video observations, and in-situ
observations points to a number of challenges concerning 1) Interaction issues
related to the movement vector of pedestrians, 2) Behaviour and attention
issues, and 3) Issues pertaining to the diversity of the situations and
external conditions in the high street setting. Keywords: experience, interactive shop window, marketing effect, urban computing | |||
| Evaluating weight perception using digital facial-image feedback | | BIBAK | Full-Text | 3035-3050 | |
| Ana C. Andrés del Valle; Jeannie Huang; Karen Becerra; Susan Fernandez | |||
| In this paper we describe the MophMed study, a joint effort between
technologists and doctors to explore the effects of facial image modification
on children's body image and on parental support for children's healthy dietary
and physical activity behaviors. Keywords: facial image morphing, interfaces for medical research, medical trial | |||
| It's what it's in: evaluating the usability of large-scale integrated systems | | BIBAK | Full-Text | 3051-3060 | |
| Steven R. Haynes | |||
| Today's systems are often composed of many heterogeneous, distributed
components including computing and communications infrastructure, other
hardware devices, and system and application software. Evaluating the usability
of these systems is difficult, especially in the early stages of development
when their use cannot be observed in context. While many different evaluation
methods have been proposed for evaluating stand-alone technologies, evaluating
very large-scale integrated systems requires techniques appropriate both for
individual components, and the whole of the human-computing context being
designed. Results from the case study reported here suggest that the usability
of any individual application is highly determined by its integration with
other applications in the distributed system. Modern evaluation methods need to
account for this integration in both their perspective and the measures they
use. Keywords: distributed systems, large-scale integrated systems, scenario-based methods,
usability evaluation | |||
| Leveraging open-source software in the design and development process | | BIBAK | Full-Text | 3061-3074 | |
| Collin Green; Irene Tollinger; Christian Ratterman; Guy Pyrzak; Alex Eiser; Lanie Castro; Alonso Vera | |||
| This paper presents a case study of the NASA Ames Research Center HCI
Group's design and development of a problem reporting system for NASA's next
generation vehicle (to replace the shuttle) based on the adaptation of an open
source software application. We focus on the criteria used for selecting a
specific system (Bugzilla) and discuss the outcomes of our project including
eventual extensibility and maintainability. Finally, we address whether our
experience may generalize considering where Bugzilla lies in the larger
quantitative picture of current open source software projects. Keywords: benefits analysis, collaboration, open-source software, software development | |||
| When user experience met agile: a case study | | BIBAK | Full-Text | 3075-3084 | |
| Michael Budwig; Soojin Jeong; Kuldeep Kelkar | |||
| In mid-2007, one part of the technology organization at our company decided
to develop a very large project using scrum, an agile programming methodology.
The decision to go with scrum was made from a software development perspective
and how the user experience (UX) teams doing the design work would fit into
that methodology was not clear.
As a result, the UX teams faced many challenges and we have had to evolve our approach to how UX teams work with development scrum teams. This case study details our UX teams' experiences working with scrum for the past 18 months, describing the challenges and issues that we faced, and the solutions that we implemented to resolve those issues. We recommend best practices for UX teams working in scrum, particularly in a fast-paced and large corporate environment. We hope that others can avoid the common pitfalls that we faced in our initial adjustment to agile and scrum. Keywords: agile, agile tips, agile-ucd, design, process, research, scrum, technical
writing, ucd, usability, user experience, ux | |||
| Adaptive brain-computer interface | | BIBAK | Full-Text | 3097-3100 | |
| Audrey Girouard | |||
| Passive brain-computer interfaces are designed to use brain activity as an
additional input, allowing the adaptation of the interface in real time
according to the user's mental state. While most current brain computer
interface research (BCI) is designed for direct use with disabled users, I
focus my research on passive BCIs for healthy users. The goal of my
dissertation is to employ functional near-infrared spectroscopy (fNIRS), a
non-invasive brain measurement device, to augment an interface so it uses brain
activity measures as an additional input channel. I have measured and
classified brain signals that are interesting in HCI context, such as mental
workload and difficulty level of a task. My future work will focus on creating
an interface that responds to one of those measures by adapting the interface.
By combining brain signal measured with an adaptive interface I expect to
contribute a functional passive brain-computer interface that measures and
adapts to the user's brain signal. Keywords: brain-computer interface, fnirs, functional near-infrared spectroscopy,
human cognition, task classification | |||
| Associative personal information management | | BIBAK | Full-Text | 3101-3104 | |
| Jonathan Diehl | |||
| Personal information management (PIM) is an important and hard research
problem. Previous systems suffer inflexibility because of strict hierarchies
and immobility. I present an alternative approach, based on associations and
moving beyond today's desktop metaphor, to provide ways of managing information
while mobile. To illustrate the concepts, I introduce the Associative PDA, a
prototype we have designed and evaluated. Finally, I discuss some design
principles, which will guide my future work. Keywords: associations, associative network, mobile, personal information management | |||
| Collaborative translation by monolingual users | | BIBAK | Full-Text | 3105-3108 | |
| Chang Hu | |||
| This paper describes a research effort to support collaborative translation
by monolingual speakers, or people that speak only the source or target
language. I hypothesize that sharing knowledge across the language barrier is
possible with a combination of automated (but poor quality) machine
translation, language-independent communication, and existing background
knowledge. I demonstrate this possibility with proof-of-concept experiments. Keywords: collaborative translation, computer-aided translation, machine translation,
monolingual | |||
| Contemporary domestic infrastructures and technology design | | BIBAK | Full-Text | 3109-3112 | |
| Marshini Chetty | |||
| In this proposal, I describe my examination of two contemporary domestic
infrastructures. Specifically, I am investigating whether we need to surface
more information about these systems to make them intelligible to end-users. I
describe my empirical research to date and the design of two technology probes
which I will use to learn more how home infrastructure affects domestic
technology design. Keywords: home, home networks, infrastructure, resource delivery systems | |||
| Detecting cognitive and physical stress through typing behavior | | BIBAK | Full-Text | 3113-3116 | |
| Lisa M. Vizer | |||
| Monitoring of cognitive and physical function is central to the care of
people experiencing or at risk for various health conditions, but existing
solutions rely on intrusive methods that are inadequate for continuous
tracking. This research explores the possibility of detecting cognitive and
physical stress by monitoring keyboard interactions with the eventual goal of
detecting acute or chronic changes in cognitive and physical function.
Preliminary results indicate that it is possible to classify cognitive and
physical stress conditions relative to non-stress conditions based on keystroke
and text features with accuracy rates comparable to those currently obtained
using affective computing methods. The proposed approach is attractive because
it requires no additional hardware, is unobtrusive, is adaptable to each user,
and is very low-cost. Keywords: behavioral biometrics, keystroke dynamics, stress | |||
| Enabling always-available input: through on-body interfaces | | BIBAK | Full-Text | 3117-3120 | |
| T. Scott Saponas | |||
| Most current input devices require dedicated attention by our hands through
physical transducers such as the keys on a keyboard. Similarly, computer output
is dominated by visual displays requiring most of our visual attention. While
keyboards and monitors are effective I/O devices for dedicated computing
activities, when our primary task is not using a computer, our hands may not be
free to manipulate an input device. The goal of my dissertation is to explore
how on-body interfaces can better support computing in our everyday activities. Keywords: electromyography (emg), input, interaction, muscle-computer input, on-body
interfaces | |||
| Gaze-augmented manual interaction | | BIBAK | Full-Text | 3121-3124 | |
| Hans-Joachim Bieg | |||
| This project will demonstrate a new approach to employing users' gaze in the
context of human-computer interaction. This new approach uses gaze passively in
order to improve the speed and precision of manually controlled pointing
techniques. Designing such gazeaugmented manual techniques requires an
understanding of the principles that govern the coordination of hand and eye.
This coordination is influenced by situational parameters (task complexity,
input device used, etc.), which this project will explore in controlled
experiments. Keywords: eye-tracking, fitts' law, gaze, input devices | |||
| Improving the learnability of mobile device applications for older adults | | BIBAK | Full-Text | 3125-3128 | |
| Rock Leung | |||
| Mobile devices have the potential to support many older adults (age 65+) in
their daily lives. However, older adults find it difficult to learn to use many
existing mobile device applications and their interfaces. The goal of this
dissertation research is to improve the learnability of mobile software user
interfaces for older adults. To achieve this goal, we will investigate three
complementary design approaches that have not been well explored for this
population. Keywords: graphical icons, learnability, mobile devices, multi-layered interfaces,
older adults, scaffolding | |||
| Investigating the psychology of task-based and presentation-based UI customization | | BIBAK | Full-Text | 3129-3132 | |
| Sampada S. Marathe | |||
| Even with a profusion of customization tools on UIs, we do not see
commensurate usage. While some users are known to use available customization
tools to the fullest extent, most others make do with bare minimum features and
default settings. In my dissertation I propose that empirically investigating
customization as functional (task-based) and cosmetic (presentation-based) will
enhance our understanding of user psychology surrounding customization, thereby
giving us insight into UI design principles. This paper describes the main aim
of my dissertation and progress made thus far. Keywords: control, cosmetic customization, functional customization, identity, power
usage, user experience | |||
| Phatics and the design of community | | BIBAK | Full-Text | 3133-3136 | |
| Kevin Makice | |||
| Proposed thesis research uses Twitter-a young channel for phatics
communication-as a catalyst to promote community awareness and strengthen
connections between members. This paper examines the phatic function, or
messages about the communication channel, and its growing interest in HCI
research. Examples of projects are described in the context of better
understanding the role phatics play in community development. Keywords: ambient information, communication, community, design, phatic function,
twitter, visualization | |||
| Social groups, social media, and civic participation of high school youth: concepts and methods for design implications | | BIBAK | Full-Text | 3137-3140 | |
| Peyina Lin | |||
| High school social groups (e.g., "jocks" and "nerds") and social media
(e.g., instant messaging and social network sites) are prominent in the lives
of high school students. Social groups affect what high school students find
acceptable doing. However, little is known about how social groups affect
students' shaping of civic and political selves, or whether social media bridge
social relationships across distant high school social groups and engender
positive spill-over effects for civic participation. This socio-technical mixed
methods study is positioned at the intersection of high school social groups,
uses of social media, and students' participation in extracurricular
activities, with particular interest in civic participation. Design
implications will be drawn from analysis of three data sets: a student
questionnaire with sociometric questions, interviews, and observations of
students' daily activities. Conceptual and methodological contributions to the
HCI literature are discussed. Keywords: civic participation, hci concepts and methods, high school youth, social
crowds, social groups, social media, social networks, structural symbolic
interactionism | |||
| Studying appropriation of everyday technologies: a cognitive approach | | BIBAK | Full-Text | 3141-3144 | |
| Antti Salovaara | |||
| The ways in which users appropriate uses of technology -- or invent new ones
- have attracted interest in CSCW-oriented research, but much less has been
written on its cognitive foundations, although concepts such as practical
problem-solving, perception, and action are central to its understanding. I
attempt to address this gap here by triangulating the phenomenon both
theoretically and methodologically. In this paper, a reflection of the process
provides a starting point for a study with a more focused research question. Keywords: appropriation, cognitive science, methods | |||
| Supporting privacy by preventing misclosure | | BIBAK | Full-Text | 3145-3148 | |
| Kelly E. Caine | |||
| Despite extensive concerns about privacy and multiple potential consequences
of revealing personal information, many users still experience invasions of
privacy when interacting with technology. For this reason, privacy is an
important and complex issue in HCI. This thesis focuses on specific
psychological issues of privacy in HCI, primarily the accidental disclosure of
information or misclosure. Using multiple methods including focus groups, a
diary study, and an experimental manipulation, this thesis seeks to catalog the
incidence of such errors, identify the interface issues associated with each
type of error, and provide design recommendations for preventing each type of
disclosure error. Keywords: aging, disclosure, error, misclosure, older adult, privacy, technology
acceptance, ubiquitous computing | |||
| Users' ongoing work on managing computational artifacts | | BIBAK | Full-Text | 3149-3152 | |
| Jina Huh | |||
| In a computing environment where computational artifacts come and go at
rapid pace, products become easily outdated, resulting in lack of support.
Consequently, users are constantly challenged to think about the trade-offs
between maintaining and appropriating the current product and adopting an
alternative product. This challenges us to think beyond designing individual
products to be useful, usable, aesthetic, or learnable and consider what is
necessary for sustainable and long-term use. In order to further understand
users and find potential solutions to the design challenge, I explore how users
perceive their everyday computational resources becoming outdated and in
reaction how they deal with the problem during maintenance, appropriation, and
adoption of computational resources on an ongoing fashion. Keywords: abandonware, adoption, appropriation, computational resources, design,
discontinuation, maintenance | |||
| Visualization and interaction techniques for mobile devices | | BIBAK | Full-Text | 3153-3156 | |
| Anne Roudaut | |||
| This paper presents ongoing work toward the development of one-handed
interaction techniques for mobile devices with a small touch-screen. This work
comprises three main parts: the analysis of the state of the art, the
development and the evaluation of novel interaction techniques, a proposal of
tools that would help designing new techniques. This paper presents the work
that has been already performed on the first two phases and some ideas for
developing the last phase. Keywords: interaction technique, mobile devices, one-handed interaction, thumb
gestures, visualization | |||
| A hand clap interface for sonic interaction with the computer | | BIBAK | Full-Text | 3175-3180 | |
| Antti Jylhä; Cumhur Erkut | |||
| We present a hand clapping interface for sonic interaction with the
computer. The current implementation has been built on the Pure Data (PD)
software. The interface makes use of the cyclic nature of hand clapping and
recognition of the clap type, and enables interactive control over different
applications. Three prototype applications for the interface are presented: a
virtual crowd of clappers, controlling the tempo of music, and a simple
sampler. Preliminary tests indicate that rather than having total control via
the interface, the user negotiates with the computer to control the tempo. Keywords: audio interfaces, hand clapping, human-computer interaction, sonic
interaction design | |||
| "Hiya-Atsu" media: augmenting digital media with temperature | | BIBAK | Full-Text | 3181-3186 | |
| Mutsuhiro Nakashige; Minoru Kobayashi; Yuriko Suzuki; Hidekazu Tamaki; Suguru Higashino | |||
| Despite the development of many types of telecommunication systems, it is
still hard to convey various types of information in an expressive manner to a
remote partner. Our research focuses on using variations in temperature to
achieve this. Hiya-Atsu-Mouse, which we developed to implement this idea, is a
mouse device with thermal capabilities; the device becomes warmer or colder to
the user's palm or fingertip according to the "temperature" of objects on the
computer screen. This article evaluates the thermal performance of the device.
The comments made by users are collected. Finally, we introduce a practical
Hiya-Atsu-Mouse and describe it in operation. Keywords: haptics, sense of warmth, thermal device, thermal media | |||
| Tactful calling: urgency-augmented phone calls through high-resolution pressure input on mobile phones | | BIBAK | Full-Text | 3187-3192 | |
| Fabian Hemmert; Matthias Löwe; Anne Wohlauf; Gesche Joost | |||
| In this paper we present a system that simulates urgency-augmented phone
calls on mobile phones. Different scenarios and interaction techniques are
discussed. We report a user study that indicates a general need for such a
system and explored the applicability of using a force sensor as a way of
intuitive call urgency articulation. The proposed system allows trying out
urgency-augmented phone calls hands-on. Keywords: disturbance, ethics, force-sensitivity, interruption, mobile phone, tactile
input, urgency | |||
| Tangible sketching in 3D with posey | | BIBAK | Full-Text | 3193-3198 | |
| Michael Philetus Weller; Mark D. Gross; Ellen Yi-Luen Do | |||
| Posey is a physical construction kit that is instrumented to capture
assembly and configuration information and convey it to a host computer. We
have used Posey to build applications that deploy a reconfigurable physical
model as a tangible interface for various domains. We demonstrate these
applications to support a case for computationally enhanced construction kits
as a semi-general interaction modality. Keywords: construction kit, tangible interaction | |||
| The mousegrip | | BIBAK | Full-Text | 3199-3204 | |
| Florian 'Floyd' Mueller; Martin R. Gibbs; Frank Vetere | |||
| Computer games, often played with others, are a compelling pastime for many.
However, they have been criticized for their mouse and keyboard or gamepad
interactions, as they support a sedentary lifestyle. In contrast, a "hand
exerciser" handgrip device can help strengthen hand and forearm muscles
extensively through a simple spring mechanism. Our system "mousegrip" is an
exertion interface to control computer applications while simultaneously
exercising hand and arm muscles based on a handgrip device. We present a casual
game of pong for two distributed players who control the game with a mousegrip
each, demonstrating a low-cost approach to "exertion interactions over a
distance". By showing how easy it can be to include exertion in interactions
with computers, we hope to encourage other researchers and designers to
consider exertion activity in their designs in order to support a healthy
lifestyle. Keywords: exergaming, exertion, low-cost, mobile, obesity, physical, physical effort,
sports, ubiquitous, videogames | |||
| CaraClock: an interactive photo viewer designed for family memories | | BIBAK | Full-Text | 3205-3210 | |
| Daisuke Uriu; Naruhiko Shiratori; Satoru Hashimoto; Shuichi Ishibashi; Naohito Okude | |||
| CaraClock is an interactive photo viewing device which allows for the
sharing of "Collective Memory" among family members. The server-based algorithm
uses a Bayesian Network that employs probabilistic computation to model each
user's interpersonal relationships. When multiple CaraClock devices are
synchronized, they display related photos according the settings. This often
results in serendipitous discoveries for the whole family by reminding them of
their collective experiences through images of their past. Keywords: annotation, bayesian networks, family, interaction design, memory,
participation design, photography, tagging | |||
| Flux: a tilting multi-touch and pen based surface | | BIBAK | Full-Text | 3211-3216 | |
| Jakob Leitner; James Powell; Peter Brandl; Thomas Seifried; Michael Haller; Bernard Dorray; Paul To | |||
| FLUX is an interactive touch-sensitive tilting surface that can be used
either as a sketching board, as an interactive discussion table, and as a
digital presentation whiteboard. The surface, based on a rear-projection
screen, supports both multi-touch interaction as well as multiple pen
interaction with individual identification of each pen. Our setup combines two
tracking technologies. For the hand-tracking, we take advantage of the
Frustrated Total Internal Reflection (FTIR) technology. For the pen-tracking,
we are using the tracking technology developed by Anoto. Keywords: design environment, design room, digital whiteboard, frustrated total inner
reflection, multi-touch, pen-based interface, sketching, tabletop | |||
| IMPAD: an inexpensive multi-touchpressure acquisition device | | BIBAK | Full-Text | 3217-3222 | |
| Ilya D. Rosenberg; Alexander Grau; Charles Hendee; Nadim Awad; Ken Perlin | |||
| Recently, there has been great interest in multi-touch interfaces. These
have taken the form of optical systems such as Microsoft Surface and Perceptive
Pixel's FTIR display as well as hand-held devices using capacitive sensors such
as the Apple iPhone. However, optical systems are inherently bulky while
capacitive systems are only practical in small form factors and are limited in
their application because they only respond to human touch.
We have created a technology that enables the creation of Inexpensive Multi-Touch Pressure Acquisition Devices (IMPAD) which are paper-thin, flexible and can easily scale down to fit on a portable device or scale up to cover an entire table. These devices can sense varying levels of pressure at a resolution high enough to sense and distinguish multiple fingertips, the tip of a pen or pencil and other objects. Other potential applications include writing pads, floor mats and entry indicators, bio-pressure sensors, musical instruments, baby monitoring, drafting tables, reconfigurable control panels, inventory tracking, portable electronic devices, hospital beds, construction materials, wheelchairs, sports equipment, sports clothing and tire pressure sensing. Keywords: bilinear, flexible, fsr, input device, lotus, multi-touch, pressure, sensor | |||
| Occlusion-aware menu design for digital tabletops | | BIBAK | Full-Text | 3223-3228 | |
| Peter Brandl; Jakob Leitner; Thomas Seifried; Michael Haller; Bernard Doray; Paul To | |||
| In this paper, we describe the design of menus for multi-user digital
tabletops. On direct input surfaces, occlusions created by the user's hand
decrease interaction performance with menus. The key design criteria are to
avoid these occlusions and to adapt the menu placement to the user's handedness
and position on the tabletop. We present an adaptive menu placement method
based on direct touch and pen tracking that allows correct menu placement
around the table. As an extension, we propose adding a gesture input area for
fast interaction which can be partly occluded by the user's hand. Keywords: digital whiteboard, ergonomic evaluation, pen-based interface, pie menu,
tabletop | |||
| SLAP widgets: bridging the gap between virtual and physical controls on tabletops | | BIBAK | Full-Text | 3229-3234 | |
| Malte Weiss; Roger Jennings; Ramsin Khoshabeh; Jan Borchers; Julie Wagner; Yvonne Jansen; James D. Hollan | |||
| We present Silicone iLluminated Active Peripherals (SLAP), a system of
tangible, transparent widgets for use on vision-based multi-touch tabletops.
SLAP Widgets are cast from silicone or made of acrylic and include sliders,
knobs, keyboards, and keypads. They add tactile feedback to multi-touch tables
and can be dynamically relabeled with rear projection. They are inexpensive,
battery-free, and untethered widgets combining the flexibility of virtual
objects with tangible affordances of physical objects. Our demonstration shows
how SLAP Widgets can augment input on multi-touch tabletops with modest
infrastructure costs. Keywords: dynamic relabeling, multi-touch, tabletop interaction, tangible user
interfaces, toolkit, transparent widgets | |||
| An education-friendly construction platform for wearable computing | | BIBAK | Full-Text | 3235-3240 | |
| Grace Ngai; Stephen C. F. Chan; Joey C. Y. Cheung; Winnie W. Y. Lau | |||
| Wearable computing and e-textiles has a lot of potential as an educational
computing topic. They allow students to exercise their creativity and
imagination while learning about concepts in computing and technology.
However, there are still numerous difficulties involved in deploying existing technology in an educational environment. In this paper, we present the TeeBoard, a construction platform for e-textiles and wearable computing that is designed to be robust, reliable, easy to construct and to program. It has also passed initial tests in a practical workshop for high school students. Keywords: development tools, e-learning and education, programming environments,
teeboard, toolkits | |||
| Aurally and visually enhanced audio search with soundtorch | | BIBAK | Full-Text | 3241-3246 | |
| Sebastian Heise; Michael Hlatky; Jörn Loviscach | |||
| Finding a specific or an artistically appropriate sound in a vast collection
comprising thousands of audio files containing recordings of, say, footsteps,
gunshots, and thunderclaps easily becomes a chore. To improve on this, we have
developed an enhanced auditory and graphical zoomable user interface that
leverages the human brain's capability to single out sounds from a spatial
mixture: The user shines a virtual flashlight onto an automatically created 2D
arrangement of icons that represent sounds. All sounds within the light cone
are played back in parallel through a surround sound system. A GPU-accelerated
visualization facilitates identifying the icons on the screen with acoustic
items in the dense cloud of sound. Test show that the user can pick the "right"
sounds more quickly and/or with more fun than with standard file-by-file
auditioning. Keywords: audio spatialization, foley art, music information retrieval, sound effects | |||
| Low-cost gaze pointing and EMG clicking | | BIBAK | Full-Text | 3247-3252 | |
| Javier San Agustin; John Paulin Hansen; Dan Witzner Hansen; Henrik Skovsgaard | |||
| Some severely disabled people are excluded from using gaze interaction
because gaze trackers are usually expensive (above $10.000). In this paper we
present a low-cost gaze pointer, which we have tested in combination with a
desktop monitor and a wearable display. It is not as accurate as commercial
gaze trackers, and walking while pointing with gaze on a wearable display
turned out to be particularly difficult. However, in front of a desktop monitor
it is precise enough to support communication. Supplemented with a commercial
EMG switch it offers a complete hands-free, gaze-and-click control for less
than $200. Keywords: electromyography, gaze interaction, head-mounted display, mobile
interaction, off-the-shelf gaze tracking, performance evaluation | |||
| Natural throw and tilt interaction between mobile phones and distant displays | | BIBAK | Full-Text | 3253-3258 | |
| Raimund Dachselt; Robert Buchholz | |||
| To provide intuitive ways of interacting with media data, this research work
addresses the seamless combination of sensor-enabled phones with large
displays. An intuitive basic set of tilt gestures is introduced for a stepwise
or continuous interaction with both mobile applications and distant user
interfaces by utilizing the handheld as a remote control. In addition, we
introduce throwing gestures to transfer media documents and even running
interfaces to a large display. To improve usability, data and interfaces can be
thrown from a mobile phone to a distant screen and also fetched back to achieve
mobility. We demonstrate the feasibility of the interaction methods with
several advanced application prototypes facilitating a natural flow of
interaction. Keywords: accelerometer, gestures, interaction design, music browser, natural
interaction, remote interaction, user experience | |||
| Wearable EOG goggles: eye-based interaction in everyday environments | | BIBAK | Full-Text | 3259-3264 | |
| Andreas Bulling; Daniel Roggen; Gerhard Tröster | |||
| In this paper, we present an embedded eye tracker for context-awareness and
eye-based human-computer interaction -- the wearable EOG goggles. In contrast
to common systems using video, this unobtrusive device relies on
Electrooculography (EOG). It consists of goggles with dry electrodes integrated
into the frame and a small pocket-worn component with a powerful
microcontroller for EOG signal processing. Using this lightweight system,
sequences of eye movements, so-called eye gestures, can be efficiently
recognised from EOG signals in real-time for HCI purposes. The device is
self-contained solution and allows for seamless eye motion sensing,
context-recognition and eye-based interaction in everyday environments. Keywords: context-awareness, electrooculography (eog), eye gestures, eye tracking,
human-computer interaction (hci), wearable computing | |||
| Creativity challenges and opportunities in social computing | | BIBAK | Full-Text | 3283-3286 | |
| Gerhard Fischer; Pamela Jennings; Mary Lou Maher; Mitchel Resnick; Ben Shneiderman | |||
| There is a convergence in recent theories of creativity that go beyond
characteristics and cognitive processes of individuals to recognize the
importance of the social construction of creativity. In parallel, there has
been a rise in social computing supporting the collaborative construction of
knowledge. The panel will discuss the challenges and opportunities from the
confluence of these two developments by bringing together the contrasting and
controversial perspective of the individual panel members. It will synthesize
from different perspectives an analytic framework to understand these new
developments, and how to promote rigorous research methods and how to identify
the unique challenges in developing evaluation and assessment methods for
creativity research. Keywords: creativity, social computing | |||
| What can user experience learn from food design? | | BIBAK | Full-Text | 3287-3292 | |
| Patanjali S. Venkatacharya; Ronald M. Baecker; Jody Adams; Ken Oringer; Karl Mochel | |||
| This panel will bring together a group of user experience experts, with a
group often overlooked in the art and science of user experience -- food
designers. The panelists will include: two James Beard Award-winning Chefs, a
user experience practitioner, and a world-renowned HCI academic. Together, the
panel will compare and contrast concepts from food design and user experience
including the challenges of meeting demanding end-user needs, and best
practices from food design that one could potentially apply to the design of
everyday things. Keywords: culinary, design, food, metaphors, user experience | |||
| Growing up programming: democratizing the creation of dynamic, interactive media | | BIBAK | Full-Text | 3293-3296 | |
| Mitchel Resnick; Mary Flanagan; Caitlin Kelleher; Matthew MacLaurin; Yoshiki Ohshima; Ken Perlin; Robert Torres | |||
| Young people interact with games, animations, and simulations all of the
time. But few of them are able to create interactive media. The obstacle:
traditional programming languages are too difficult to learn and understand.
This panel brings together a group of researchers, developers, and educators
who are aiming to democratize the activity of programming. They are developing
a new generation of programming environments that enable children and teens to
create their own interactive games, stories, animations, and simulations.
Panelists will discuss and critique their programming environments, then set up
interactive demonstration stations for focused exploration and small-group
discussion. Audience members will also have the opportunity to download the
environments onto their own laptops, so that they can experiment in greater
depth. Keywords: children, education, end-user programming, learning, literacy | |||
| Mobile technologies for the world's children | | BIBAK | Full-Text | 3297-3300 | |
| Allison Druin; David Cavallo; Christopher Fabian; Benjamin B. Bederson; Glenda Revelle; Yvonne Rogers; Jim Gray | |||
| In this panel, academic, non-profit, and industry professionals will discuss
their global perspectives on mobile technologies for the world's children.
Panelists will explore such issues concerning children's access to mobile
devices, the decreasing age that children have access to these technologies,
mobile innovations for learning, and challenges/opportunities in diverse
countries. This interactive session will begin with each panelist giving a
short summary of their work-to-date with children and various mobile
applications. Then the panelists will be asked questions by children from
different countries via pre-recorded video. Audience members will be invited to
offer their thoughts and comments as well as the panelists during the video
question period. Audience members will also be able to ask further questions
throughout the panel discussion. Keywords: children, educational applications, micro-laptops, mobile phones, mobile
technologies, third-world countries | |||
| Figuring out the "one thing" that will move UX into a position of strategic relevance | | BIBAK | Full-Text | 3301-3304 | |
| Richard I. Anderson; Killian Evers; Jim Nieters; Laurie Pattison; Craig Peters | |||
| A common question asked of successful User eXperience (UX) leaders is what
"one thing" they needed to do in order to move their organizations into a
position of strategic relevance. However, the answers often vary, posing a
challenge to those struggling to figure out how to achieve the same goal where
they work. In this interactive session, a subset of answers will be
highlighted, then real-world scenarios from around the globe -- most presented
by recruited conference attendees -- will be evaluated to determine which "one
thing" should be attempted in each case. The process of figuring that out will
be explicitly addressed so that session attendees can leave better able to do
so themselves for their own situations. Keywords: design management, organizational strategy, user experience, user-centered
design | |||
| Fault lines of user experience: the intersection of business and design | | BIBAK | Full-Text | 3305-3308 | |
| Daniela K. Busse; Heather Fraser; Carola Fellenz Thompson; Lesley Allan; Patricia Hallstein; Catriona MacAulay; Brinda Dalal | |||
| One of the central challenges of the User Experience discipline has always
been how early in the development cycle it can exert any degree of influence.
The challenge that our field is facing today more pronounced than ever is how
to influence the decision makers that give directions guiding individual
product development. And vice versa, this early decision making process can
benefit from user experience approaches that help ground its direction in user
research, and inform its decisions creatively through concepts and design
thinking -- see for example the concept of Business Design (as taught by the
Rotman school of management, with similar approaches being the foundation of
successes such as design consultancies like IDEO). The goal of the panel will
be to draw together a community of experts and interested audience members in
this topic and initiate a discourse on its key issues and opportunities. Keywords: business, design, strategy, user experience | |||
| Interacting with eHealth: towards grand challenges for HCI | | BIBAK | Full-Text | 3309-3312 | |
| mc schraefel; Paul André; Ryen White; Desney Tan; Tim Berners-Lee; Sunny Consolvo; Robert Jacobs; Issac Kohane; Christopher A. La Dantec; Lena Mamykina; Gary Marsden; Ben Shneiderman; Peter Szolovits; Daniel Weitzner | |||
| While health records are increasingly stored electronically, we have little
access to this data about ourselves. We're not used to thinking of these
official records either as ours or as something we'd understand if we had
access to them in any case. We increasingly turn to the Web, however, to query
any ache, pain or health goal we may have before consulting with health care
professionals. Likewise, for proactive health care, such as nutrition or
fitness, or post diagnosis support, to find fellow-sufferers, we turn to online
resources. There is, it seems, a potential disconnect between points at which
professional and proactive health care intersect. Such gaps in information
sharing may have direct impact on practices we decide to take up, the care we
seek, and the support professionals offer. In this panel, we consider several
places within proactive, preventative health care in particular HCI has a role
towards enhancing health knowledge discovery and health support interaction.
Our goal is to demonstrate how now is the time for eHealth to come to the
forefront of the HCI research agenda. Keywords: eHealth, grand challenges, preventative care, proactive care | |||
| Eek! a mouse! organic user interfaces: tangible, transitive materials and programmable reality | | BIBAK | Full-Text | 3313-3316 | |
| Roel Vertegaal; Ivan Poupyrev | |||
| In this panel, we explore the role emerging transitive materials, like
flexible thin-film displays, multi-touch input skins, e-textiles,
micro-actuators and Claytronics might play in re-defining the human interface
towards a programmable form of reality. Panelist will extrapolate historical
trends from Tangibles to new developments in organic user interfaces, trying to
identify a future in which interfaces will no longer be predominantly flat, but
instead have any possible shape or form: from skins that are foldable, flexible
and physical to three-dimensional products that are fully kinetic. Keywords: organic user interfaces, programming reality, tangible user interface,
transitive materials | |||
| A personalized walk through the museum: the CHIP interactive tour guide | | BIBAK | Full-Text | 3317-3322 | |
| Ivo Roes; Natalia Stash; Yiwen Wang; Lora Aroyo | |||
| More and more museums aim at enhancing their visitors' museum experiences in
a personalized, intensive and engaging way inside the museum. The CHIP1
(Cultural Heritage Information Personalization) project offers various online
and mobile tools to the users to be their own curators, e.g. browsing the
online collections, planning personalized museum tours, getting recommendations
about interesting artworks to see, and quickly finding their ways in the
museum. In this paper we present the new version of the personalized museum
guide2 offered on a mobile device in the physical museum space. We
maintain a dynamic user model to ensure high relevance of recommended artworks
and museum tours and in this way (1) support personalized interaction both
online and in the museum and (2) provide an intuitive bridge between the online
and on-site experiences. We apply semantic Web technologies to enrich the
museum collection and guarantee serendipity, novelty and relevance of the
recommendations. Keywords: interactive museum tours, mobile museum guide, recommender systems, semantic
web, user modeling | |||
| ActiveNotes: computer-assisted creation of patient progress notes | | BIBAK | Full-Text | 3323-3328 | |
| Lauren Wilcox; Jie Lu; Jennifer Lai; Steven Feiner; Desmond Jordan | |||
| We present activeNotes, a prototype application that supports the creation
of Critical Care Notes by physicians in a hospital intensive care unit.
activeNotes integrates automated, context-sensitive patient data retrieval and
user control of automated data updates and alerts into the note-creation
process. In a user study at New York Presbyterian Hospital, we gathered
qualitative feedback on the prototype from 15 physicians. The physicians found
activeNotes to be valuable and said they would use it to create both formal
notes for medical records and informal notes. One surprising finding is that
while physicians have rejected template-based clinical documentation systems in
the past, they expressed a desire to use activeNotes to create personalized,
physician-specific note templates to be reused with a given patient, or for a
given condition. Keywords: evaluation, interaction techniques, interactive systems, medical user
interfaces | |||
| An evaluation of techniques for selecting moving targets | | BIBAK | Full-Text | 3329-3334 | |
| Tyler J. Gunn; Pourang Irani; John Anderson | |||
| Moving targets are found in numerous applications such as computer games,
air traffic control systems, and video surveillance. The selection of moving
targets is considerably more difficult and error prone than traditional
stationary target selection. In this paper, we introduce Comet Tails and Target
Lock, two techniques that support the selection of moving targets. Our goal is
to facilitate accurate and fast selection of moving targets. We compare our two
techniques to unassisted selection in a controlled experiment. The results show
that for moving target selection, Comet Tails and Target Lock can outperform
unassisted selection, and result in fewer errors. According to post-experiment
questionnaires, participants indicate a stronger preference for assisted target
selection with Comet Tails and Target Lock than unassisted selection. Keywords: fitts' law, moving target selection, target selection | |||
| Bringing usability to industrial control systems | | BIBAK | Full-Text | 3335-3340 | |
| Marcus Reul | |||
| I want to examine how domain-specific HCI design patterns can be introduced
into an existing software development process for industrial test systems. This
paper describes the first findings of a contextual inquiry in the domain of
test automation systems. Based on these results, I will collect a set of
patterns that are relevant to the field. In the future, these patterns will be
applied in a real development process. The final aim is to investigate how the
patterns can help the developers and product managers to make design decisions
for the user interfaces of the developed software. Keywords: hci design patterns, industrial control software, style guides, usability
guidelines | |||
| Comparing emotions using acoustics and human perceptual dimensions | | BIBAK | Full-Text | 3341-3346 | |
| Keshi Dai; Harriet Fell; Joel MacAuslan | |||
| Understanding the difference between emotions based on acoustic features is
important for computer recognition and classification of emotions. We conducted
a study of human perception of six emotions based on three perceptual
dimensions and compared the human classification with machine classification
based on many acoustic parameters. Results show that the six emotions cluster
differently according to acoustic features and to perceptual dimensions.
Acoustic features fail to characterize the perceptual dimension of valence.
More research is needed to find acoustic features that have a close relation to
human perception. Keywords: acoustics, emotion classification, emotional speech, human perception of
emotion | |||
| Designing a privacy label: assisting consumer understanding of online privacy practices | | BIBAK | Full-Text | 3347-3352 | |
| Patrick Gage Kelley | |||
| This project describes the continuing development of a Privacy Label to
present to consumers the ways organizations collect, use, and share personal
information. Several studies have indicated the importance of privacy for
consumers, yet current mechanisms to present privacy policies of websites have
not been successful. This research addresses the present gap in the
communication and understanding of privacy policies, by creating an information
design that improves the visual presentation and comprehensibility of privacy
policies. Drawing from the nutrition, warning, and energy labeling, as well as
from the effort towards creating a standardized banking privacy notification, I
present the process and ongoing results of the development of a usable
information design for privacy policies. Keywords: information design, labeling, privacy, privacy policies | |||
| Designing a wearable social network | | BIBAK | Full-Text | 3353-3358 | |
| Yin He; Thecla Schiphorst | |||
| This paper presents a framework and design for a wearable social network
based on Facebook. We begin with a discussion of social networking by isolating
key characteristics of social interactions in three research areas: Social
Networking Sites, Mobile Computing, and Wearable Computing. These
characteristics are analyzed to suggest a design framework that can be applied
to the design of social networks. Using this framework, we have designed and
created a wearable social network called Patches, which extends the social
interactions available in most wearable devices today. Keywords: interaction, social networking, wearable computing | |||
| Designing interactive information access technologies for small scale rural indian farmers | | BIBAK | Full-Text | 3359-3364 | |
| Rajasee Rege | |||
| More than 60% of the Indian population resides in rural areas with
agriculture as the main profession. Although small scale rural Indian farmers
possess deep knowledge about traditional agricultural practices, they
oftentimes lack immediate, contextual and real time access to vital information
such as the current state of the agro-market, making the right choice of
pesticides and fungicides for pest management, weather conditions, and
knowledge about newly introduced agricultural tools, techniques and practices.
In this paper, I report the preliminary findings of an ongoing contextual user
research study conducted in three different Indian villages in Maharashtra
State. This research is targeted to uncover a deeper understanding of the
information needs of Indian rural farmers through field observations and
interviews, as well as to guide the human-centered design of potential
Information and Communication Technology (ICT) solutions to cater to the
information needs of small scale rural farmers in India. Keywords: agricultural information access, food, interaction design, small scale rural
farming, sustainability | |||
| Effects of spatial locations and luminance on finding and re-finding information in a desktop environment | | BIBAK | Full-Text | 3365-3370 | |
| J. Michelle Moon; Wai-Tat Fu | |||
| We studied how spatial locations and luminance affect finding and re-finding
information in a desktop environment. In an experiment conducted with computer
icons, fixed locations led to more frequent accesses to icons while change of
luminance led to worse recall of icon titles and locations. Results are
consistent with the notion that information search behavior is adaptive to the
cost-benefit structure of the interface, and search strategies are adaptive to
different external representations of icons. Results also suggest that both
external representations and human information processes are critical in
determining the effectiveness of different GUI designs. Keywords: adaptive human behavior, interface design, re-finding information, spatial
memory | |||
| Emotion barometer of reading: user interface design of a social cataloging website | | BIBAK | Full-Text | 3371-3376 | |
| Hsia-Ching Chang | |||
| Reading fiction is many people's favorite pastime. There is no denying that
one of the needs of human beings is to share what they read and understand
other readers' feelings about the books they have read. Recent developments in
Web 2.0 technologies characterizing personalized information organization have
led to an interest in social tagging behavior of a variety of items, such as
books, images, web pages, videos, etc. However, a major issue with this kind of
application is that tags are growing in an uncontrolled manner. In fact, it is
chaos. Several studies have recognized the existence of affective tags, but
there is no user interface designed to separate affective tags from other tags.
To address that affective tags are navigation aids for readers, this work gives
an account of design of a novel interface for visualization of affective tags
at a social cataloging website, LibraryThing.com. Keywords: emotion, social tagging, user interface design | |||
| Exploring the cognitive consequences of social search | | BIBAK | Full-Text | 3377-3382 | |
| Brynn M. Evans; Sanjay Kairam; Peter Pirolli | |||
| To what extent can social interactions augment people's natural search
experiences? What factors influence the decision to turn to a friend for help?
Our paper presents the preliminary results of a social sensemaking task that
begin to address such questions by examining the cognitive consequences of
social search. Keywords: cognitive task analysis, social information seeking, social search, verbal
protocols | |||
| Facilitating benign deceit in mediated communication | | BIBAK | Full-Text | 3383-3388 | |
| Wendy Moncur; Judith Masthoff; Ehud Reiter | |||
| This research explores how to communicate an individuals' self-reported
emotional state to members of their personal social network, through automatic,
computer-generated, personalised updates. Results of two qualitative studies
are described where participants were unwilling to disclose their emotional
state fully to all of their network members, choosing to deceive selected
members instead. Further, participants indicated that they would want automatic
personalised updates for network members to incorporate these deceits. Keywords: ambiguity, computer-mediated social interaction, deceit, grounded theory,
personal social networks, personalization | |||
| Generating affective music icons in the emotion plane | | BIBAK | Full-Text | 3389-3394 | |
| Hyun-Ju Kim; Min-Joon Yoo; Ji-Yong Kwon; In-Kwon Lee | |||
| In this paper, we discuss the generation of icons that represent the emotion
expressed in music. We use the emotion plane for connecting the music with the
icon shape affectively. A model to project arbitrary music on the plane is
introduced using the result of a user survey and various features of audio
signals. Icon shapes are located on the plane from the result of user survey.
The icon shape of the input music is obtained by blending neighbor icon shapes
of the point of the music on the emotion plane. Using this method, one can
easily guess the emotion of music from the corresponding icon shape and find
the music he or she wants. Keywords: affective icons, arousal-valence, emotion plane, music icons | |||
| Influences of mood on information seeking behavior | | BIBAK | Full-Text | 3395-3400 | |
| Mimi Zhang; Bernard J. Jansen | |||
| In this study, we explored how moods influence the way people seek
information. We conducted a controlled lab study to test our hypotheses drawn
from affect-as-information theory. Fifty-eight participants were randomly
assigned to the happy or sad condition. They were primed for a certain mood,
and they then performed a search task and finished a series of questionnaires.
Our findings supported affect-as-information: the comparatively happy
participants were inclined to process more general and less specific
information; the comparatively sad participants were likely to process more
specific information. The findings advances theoretical and empirical
understanding concerning the characteristics of users' information seeking
behavior under different moods. Our study will contribute to affective search
systems design. Keywords: affect, emotion, information seeking behavior, mood, web search | |||
| InPhase: a communication system focused on "happy coincidences" of daily behaviors | | BIBAK | Full-Text | 3401-3406 | |
| Hitomi Tsujita; Koji Tsukada; Itiro Siio | |||
| To supplement existing forms of communication such as telephone and e-mail,
this research proposes a new method of communicating "awareness" between people
who are separated by long distances. In this paper, we investigate cases where
coincidences in daily behaviors lead to casual conversation and thus intimacy
and togetherness. We propose a new method of communicating these "happy
coincidences" between a pair of remotely located houses. By equipping furniture
and appliances such as doors, sofas, refrigerators and televisions with
sensors, we developed a system where these items are connected to remote
equivalents and their near simultaneous use is communicated. Keywords: awareness, coincidences, communication, synchronization | |||
| Investigating computer game immersion and the component real world dissociation | | BIBAK | Full-Text | 3407-3412 | |
| Charlene Jennett; Anna L. Cox; Paul Cairns | |||
| In this paper we describe research being conducted to investigate the
experience of computer game immersion, in particular the component "real world
dissociation". Keywords: games, immersion | |||
| KTE2: an engine for kinetic typography | | BIBAK | Full-Text | 3413-3418 | |
| Zhiquan Yeo; Scott E. Hudson | |||
| In this paper we describe a Kinetic Typography Engine, which allows the
creation of text animation sequences. Kinetic typography can bring written text
closer to the realm of film by adding expressive power to it. Thus kinetic
typography can be used to enhance the digital communication between people. The
engine supports various animation effects, some inspired by traditional
animation, and others specifically for use with kinetic typography, and has an
extensible architecture that allows new effects to be added in future. The
engine can also be easily integrated into third party applications to support a
wide range of uses. Keywords: animation effects, dynamic text, kinetic typography, temporal presentation | |||
| Learning design principles for a collaborative information seeking system | | BIBAK | Full-Text | 3419-3424 | |
| Chirag Shah; Gary Marchionini; Diane Kelly | |||
| While collaboration is a natural choice in many situations, there is a lack
of specialized tools for collaboratively seeking information. We present design
specifications and implementation of a collaborative information seeking
system. We test this system through several pilot studies and cognitive
walkthroughs. User interactions and feedback from these studies help us refine
our design specifications for a better collaborative information seeking
system. Keywords: collaborative information seeking, interface design and testing | |||
| Making sense of accelerometer measurements in pervasive physical activity applications | | BIBAK | Full-Text | 3425-3430 | |
| Yuichi Fujiki; Panagiotis Tsiamyrtzis; Ioannis Pavlidis | |||
| In the last few years, accelerometer-based entertainment and health
applications have been receiving increased attention in the research and
commercial worlds. The effect of accelerometer placement on different parts of
the body, despite its apparent significance, received little consideration.
This paper documents through experimentation the different characteristics of
accelerometer output on the waist, arm, wrist, thigh, and ankle in the context
of translational body motion (walk). Furthermore, it offers experimental
formulas that transform peripheral body measurements to more reliable, center
body (i.e., waist) measurements, and these in turn to caloric measurements,
which are the standard physical activity units. The importance of these results
on the design of ubiquitous health applications and the ensuing user
experiences cannot be underestimated. The paper's methodology can be used in
further studies in other physical activity contexts, where more elaborate body
motion patterns are involved. Keywords: accelerometer placement, physical activity interfaces, ubiquitous health
applications | |||
| Mental workload in multi-device personal information management | | BIBAK | Full-Text | 3431-3436 | |
| Manas Tungare; Manuel A. Pérez-Quiñones | |||
| Knowledge workers increasingly use multiple devices such as desktop
computers, laptops, cell phones, and PDAs for personal information management
(PIM) tasks. The use of several of these devices together creates higher task
difficulty for users than when used individually (as reported in a recent
survey we conducted). Prompted by this, we are conducting an experiment to
study mental workload in multi-device scenarios. While mental workload has been
shown to decrease at sub-task boundaries, it has not been studied if this still
holds for sub-tasks performed on different devices. We hypothesize that the
level of support provided by the system for task migration affects mental
workload. Mental workload measurements can enable designers to isolate critical
sub-tasks and redesign or optimize the user experience selectively. In
addition, we believe that mental workload shows promise as a cross-tool,
cross-task method of evaluating PIM tools, services and strategies, thus
fulfilling a need expressed by several researchers in the area of personal
information management. In this paper, we describe our ongoing experiment of
measuring mental workload (via physiological as well as subjective measures)
and its implications for users, designers and researchers in PIM. Keywords: mental workload, multiple devices, personal information management | |||
| Mobile gesture interaction using wearable tactile displays | | BIBAK | Full-Text | 3437-3442 | |
| Seungyon Claire Lee; Thad Starner | |||
| We present an interaction method for mobile gesture interaction using
wearable tactile displays. We are attempting to show that wrist-worn tactile
displays provide adequate feedback to enable reversible and error-resistant
gesture-based interaction. In support of this effort, we present pilot study
results demonstrating users' sensitivity in perceiving vibratory directional
patterns on the wrist. Keywords: gesture-based interaction, mobile computing, multitasking, tactile feedback | |||
| Multi-touch interface for controlling multiple mobile robots | | BIBAK | Full-Text | 3443-3448 | |
| Jun Kato; Daisuke Sakamoto; Masahiko Inami; Takeo Igarashi | |||
| We must give some form of a command to robots in order to have the robots do
a complex task. An initial instruction is required even if they do their tasks
autonomously. We therefore need interfaces for the operation and teaching of
robots. Natural languages, joysticks, and other pointing devices are currently
used for this purpose. These interfaces, however, have difficulty in operating
multiple robots simultaneously. We developed a multi-touch interface with a
top-down view from a ceiling camera for controlling multiple mobile robots. The
user specifies a vector field followed by all robots on the view. This paper
describes the user interface and its implementation, and future work of the
project. Keywords: entertainment robot, home robot, human robot interaction, multi-touch
interface, multiple-robot operation | |||
| ReadingMate: an infrared-camera-based content stabilization technique to help joggers read while running on a treadmill | | BIBAK | Full-Text | 3449-3454 | |
| Bum chul Kwon; Ji Soo Yi | |||
| Though reading could be a useful activity while a jogger runs on a
treadmill, reading while running can be quite tiresome. In order to alleviate
this difficulty, we developed a content stabilization technique, called
""ReadingMate,"" using head-tracking to track the location of the jogger's
head/eyes and relocate the position of the contents on a screen, so that the
contents appear to be stabilized. We conducted an experiment with ten
participants, and eight out of ten reported positive experiences in using
ReadingMate. Thus, ReadingMate could be a potential solution for joggers who
would like to read while running, and possible future work is also discussed. Keywords: head-tracking, infrared camera, readingmate, screen, shaking, stabilization,
treadmill | |||
| Spatio-temporal interest points for video analysis | | BIBAK | Full-Text | 3455-3460 | |
| Ramsin Khoshabeh; James D. Hollan | |||
| In this paper, we discuss the need for an effective representation of video
data to aid analysis of large datasets of video clips and describe a prototype
developed to explore the use of spatio-temporal interest points for action
recognition. Our focus is on ways that computation can assist analysis. Keywords: action recognition, sparse action shapes, spatio-temporal interest points,
video analysis, video coding | |||
| Storytelling through drawings: evaluating tangible interfaces for children | | BIBAK | Full-Text | 3461-3466 | |
| Cristina Sylla; Pedro Branco; Clara Coutinho; Maria Eduarda Coquet | |||
| This paper presents an ongoing study comparing the potential and the quality
of the experiences provided by tangible versus traditional interfaces. The
study was carried with two groups of kindergarten children using two interfaces
that aim to motivate children to the practice of oral hygiene. Children's
drawings were one of the methods used to assess their experience. We found
differences quantitatively and qualitatively between the drawings of the
children interacting with the tangible interface and the traditional interface.
The drawings suggest that by interacting with the tangible interface children
felt more actively involved with the task. Keywords: children, drawing, evaluation, tangible interfaces | |||
| TripTip: a trip planning service with tag-based recommendation | | BIBAK | Full-Text | 3467-3472 | |
| Jinyoung Kim; Hyungjin Kim; Jung-hee Ryu | |||
| In this paper we suggest a design for a system, TripTip, the aim of which is
to help negotiate their way through the immense amount of information that is
often available by recommending a set of choices. TripTip recommends to the
users the next place, which they would most likely want to visit given their
preference in previous choices. To generate this information, tags that are
attached on a given place by users give the characteristics of a place and the
reasons for visiting the place. Keywords: place recommendation | |||
| Web search and browsing behavior under poor connectivity | | BIBAK | Full-Text | 3473-3478 | |
| Jay Chen; Lakshminarayanan Subramanian; Kentaro Toyama | |||
| Web search and browsing have been streamlined for a comfortable experience
when the network connection is fast. Existing tools, however, are not optimized
for scenarios where connectivity is poor, as is the case for many users in
developing regions where fast connections are expensive, rare, or unavailable.
This study examined how users' web search and browsing behavior differs when the connection is slow, and whether users employ techniques to alleviate the problem. In a preliminary study involving 15 subjects on a university campus in Kerala, India, we identify unique mitigating behaviors of users who routinely suffer low-bandwidth or intermittent connections. We examine the challenges faced by these users and find that existing web search and browsing infrastructure is simply incapable of providing a good experience. Finally we outline potential design improvements. Keywords: intermmittent network, low bandwidth, web browsing, web search, world wide
web | |||
| A short film about VJs: using documentary film to engage performers in design | | BIBAK | Full-Text | 3491-3492 | |
| Jonathan Hook; David Green; Patrick Olivier | |||
| VJing is a live performance of visual media. In their performances VJs
utilize technologies in ways which subvert and evolve current interfaces;
presenting qualities such as performativeness and expression. By developing
interfaces in direct response to a VJ's work, we can learn how to develop fresh
styles of interaction. The subtle nuances of a VJ's use of technology may not
be achieved through a simple observation or dialogue with VJs; as they are
difficult to decouple from the performer's creative process.
In this film we present a design process that utilizes video documentary to explore the working practices of a collection of VJs. The documentary frames our engagement with the creative processes which shape an individual artist's performance. We describe the process detailing the initial creation of the documentary, and a participatory design workshop inspired by the film. We conclude with an example of how the process has been used in the design of a personal interactive tool for one of our participants. Keywords: creativity support tools, participatory design / cooperative design,
user-centered design / human-centered design | |||
| CHIstory | | BIBAK | Full-Text | 3493-3494 | |
| Michael Bernstein; Paul André; Kurt Luther; Erin Treacy Solovey; Erika S. Poole; Sharoda A. Paul; Shaun K. Kane; Jonathan Grudin | |||
| How might the world view human-computer interaction a century from now? In
this video, set one hundred years in the future, we playfully re-envision the
early history of HCI. As the video opens, the Great Usability Cataclysm of 2068
has erased all previous knowledge of HCI. The world has been plunged into an
age of darkness where terror, fear, and poor usability reign. Unearthing
fragments of previously lost archival footage, a disembodied HCI historian
(Jonathan Grudin) introduces a first attempt to reconstruct the history of our
field. Pioneering systems like NLS and Sketchpad are reviewed alongside more
recent work from CHI and related conferences. The results may surprise and
perplex as much as they entertain, but most of all, we hope they inspire
reflection on the past and future of our field. Keywords: grudin, history, parody, video | |||
| Collocated mobile collaboration | | BIBAK | Full-Text | 3495-3496 | |
| Jerry Alan Fails; Allison Druin; Mona Leigh Guha | |||
| Mobile devices have changed, and continue to shape, the world in which we
live. When these devices were first introduced they were most often used in
isolation to schedule appointments, take notes, play games, or view or edit
pictures and stories. The extent of the collaboration on these mobile devices
was to make phone calls, which has led to their worldwide distribution. Despite
their broad proliferation, there are limitations such as small screen size and
limited interaction space. We believe that by bringing devices and people
together, these limitations can be overcome. In this video submission, we
illustrate the potential of devices and people working together by showing how
children can collaboratively read and create stories using mobile devices and
exploit the shoulder-to-shoulder collaborative situation to share and expand
the interactive space. Keywords: collaboration, interaction, mobile phones, narratives | |||
| Comm.unity: leveraging social and physical proximity | | BIBAK | Full-Text | 3497-3498 | |
| Nadav Aharony; Jamie Zigelbaum | |||
| Comm.unity is a new software platform implementing a wireless,
device-to-device information system that bypasses the need for any centralized
servers, coordination, or administration. A key feature of this platform is the
fact that it combines knowledge, awareness, and learning of the user's social
relationships and integrates this information into the communication protocols
and network services. Comm.unity is designed to work on as many devices as
possible, and with as many different radios as possible (WiFi, Bluetooth, IR,
etc.). It is designed as a platform over which many different networked
applications could be developed with ease, from the bottom layers of the
network all the way up to the user interface. In this short movie we present
some use cases for Comm.unity based applications, including the "Social
Dashboard" -- a readily usable control for one's digital aura -- as well as a
brief working demo showing an image propagate across multiple devices. Keywords: mobile, network interface, pervasive computing, privacy, social, trust,
ubiquitous computing | |||
| Context menus for the real world: the stick-anywhere computer | | BIBAK | Full-Text | 3499-3500 | |
| Julian Lepinski; Eric Akaoka; Roel Vertegaal | |||
| In this video, we present a context-aware menu system made out of simulated
digital paper. Built on the ubiquitous yellow sticky notes found in offices
everywhere, our computer provides a contextual interactive paper menu that can
be used to operate numerous everyday electric and electronic devices, such as
lamps, speakers and computers. Stuck on a device, the sticky screen displays
contextual information and control options which may be selected with a single
touch of the finger. The stick-anywhere computer is an example of a
context-aware organic user interface that, through a flexible paper-like
display, allows software to reside directly on the product or task. The
Stick-Anywhere Computer was implemented using a Xuuk Eyebox2 IR camera that
tracks nearly invisible IR markers on post-it notes as well as fingers, and
uses a projector to render interactive content directly onto the paper note. Keywords: augmented reality, e-paper., early prototyping, organic user interfaces | |||
| Dancing with myself: the interactive visual canon platform | | BIBAK | Full-Text | 3501-3502 | |
| Christoph Bartneck; Mathias Funk; Martijn ten Bhömer | |||
| The canon is a composition pattern with a long history and many forms. The
concept of the canon has also been applied to experimental film making and on
Japanese television. We describe our Interactive Visual Canon Platform (IVCP)
that enables creators of visual canons to design their movements through rapid
cycles of performance and evaluation. The IVCP system provides real time
support for the actors; they can see the canon resulting from their movements
while they are still performing. We describe some possible approaches to a
solution, and reasons for choosing the approach that we have implemented. The
hardware has reached a stable state, but we are still optimizing the visual
processing of the system. A first user test is planned to provide us with
information for improving the system. Keywords: algorithm, dance, music, visual canon | |||
| Digital heritage | | BIBAK | Full-Text | 3503-3504 | |
| Aditya Sankar; Archana Prasad; Joseph Joy; Naren Datha; Ajay Manchepalli | |||
| The India Digital Heritage Project is a collaborative initiative between the
industry and academia, with the aim of using novel techniques to efficiently
capture and present various aspects of India's diverse heritage, while at the
same time advancing the state-of-the art in related research areas.
As part of the Digital Heritage Project, we have built a prototype virtual tour of a South Indian temple that, for the first time, integrates technologies such as Photosynth and HDView, opening up new ways to interactively explore visually complex sites. These technologies are combined with audio, video and guided walkthroughs, to provide a compelling end user experience. The accompanying video highlights the key scenarios of our prototype. Keywords: heritage, prototyping, user experience design, visualization, world wide web
and hypermedia | |||
| DinnerWare: why playing with food should be encouraged | | BIBAK | Full-Text | 3505-3506 | |
| Marcelo Coelho | |||
| DinnerWare is an exploration of eating as a medium for computation and
aesthetic expression. It consists of a dining service electronically equipped
to react to the properties of the food that it holds and respond to a user's
eating gestures. Keywords: dinnerware, edible circuits, edible interfaces, food, responsive materials | |||
| DisplayObjects: functional prototyping on real objects | | BIBAK | Full-Text | 3507-3508 | |
| Eric Akaoka; Roel Vertegaal | |||
| This video introduces DisplayObjects, a rapid prototyping workbench that
allows functional displays to be projected on real 3D physical prototypes.
DisplayObjects uses a Vicon motion capture system to track the location of
physical models. 3D software renditions of the 3D physical model are then
texture-mapped with interactive behavior and projected back onto the physical
model to allow real-time interactions with the object. This simulates the
functionality of future 3D interactive OLED display skins for product designs.
We show a selection of interaction techniques used to design a number of
DisplayObjects. Keywords: augmented reality, early prototyping, organic user interfaces., physical
user interfaces | |||
| Exploring video streams using slit-tear visualizations | | BIBAK | Full-Text | 3509-3510 | |
| Anthony Tang; Saul Greenberg; Sidney Fels | |||
| Slit-tear visualizations allow users to selectively visualize pixel paths in
a video scene. The slit-tear visualization technique is a generalization of the
traditional photographic slit-scanning and more recent video slicing
techniques: after a user specifies a pixel path of interest, the system
generates a timeline that replicates those pixels for each frame in the video.
These rich visualizations of the video data help users to discover and explore
spatio-temporal patterns of activity in a video. In this video, we illustrate
the use of slit-tear visualizations to detect movement and incidence of
activity in a video scene, accentuate directional motion and small changes in
the video, and discover patterns of activity between spatially distinct areas
of the scene. Keywords: information visualization, video analysis, video interaction, video
visualization | |||
| Film as invisible design: the example of the biometric daemon | | BIBAK | Full-Text | 3511-3512 | |
| Pamela Briggs; Patrick Olivier; Jim Kitson | |||
| Film is an accessible medium that can be used naturally to elicit comment
and critique. In this sense film can be as the natural language for experience
design. We are developing a series of experimental films that can convey
user-experience without explicitly depicting the object that generates that
experience. In doing this, we are building upon the idea (well rehearsed in the
scientific debate about mental imagery) that some visual representations can be
inexplicitly non-committal about the presence or absence of certain objects or
features. Our films are explicitly non-committal about the objects they
describe -- in the sense that the devices are deliberately kept hidden or
invisible to the user. We present one such film that captures a security device
we call a Biometric Daemon -- essentially an electronic pet that thrives on
biometric signals. Crucially, the Daemon is never shown in the film, while the
relationship between the Daemon and the user is made apparent. Keywords: claims analysis, communication, design methods, design rationale, handheld
devices, mobile computing, scenarios, security, storyboards, video content | |||
| Home, work, (play) | | BIBAK | Full-Text | 3513-3514 | |
| Allen Sayegh; Peter Mabardi; David Register; Daniel Spann; Jonathan Lu; Amanda Parkes; S. Adrian, III Massey | |||
| The first two segments of a three part series, these shorts were developed
for Microsoft Volume Studios. Designed as purely inspirational pieces, to
explore in a poetic narrative way how certain developing technologies could
begin to blend and augment our daily lives. Keywords: augmented, gesture, hyper-reality, integration, spatial | |||
| Hyperlinking reality via camera phones | | BIBAK | Full-Text | 3515-3516 | |
| Dusan Omercevic; Ales Leonardis | |||
| Novel user interface concept for camera phones, demonstrated in this video,
is based on state-of-the-art computer vision techniques. Instead of typing
keywords on a small and inconvenient keypad, the user just snaps a photo of his
surroundings and objects on the photo become hyperlinks to information. The
photo of the user's environment on the camera phone's screen thus becomes a
natural interaction device allowing intuitive access to information with a
simple tap of a finger. Keywords: augmented reality, computer vision, mobile devices, user interfaces | |||
| Interrupted | | BIBAK | Full-Text | 3517-3518 | |
| Jaekyung Jung | |||
| The 'intentional and planned' interference of the human physical,
sensational, and conscious behavior could increase the probability of new forms
of creation. Keywords: creativity support tools, perceptual & vision-based uis | |||
| Live recruiting on the web | | BIBAK | Full-Text | 3519-3520 | |
| Nate Bolt; Kate Nartker | |||
| This animated video describes the concept of recruiting participants for
remote user research. Keywords: animation, user studies | |||
| New mobile UI with hand-grip recognition | | BIBAK | Full-Text | 3521-3522 | |
| Hyunjeong Lee; Wook Chang; Joonah Park; Junghyun Shim | |||
| Today, mobile phones are no longer devices supporting only voice
communications. Many people use their mobile phones as multimedia players,
cameras, messaging systems, etc. Therefore, it is required to design a user
interface that improves the usability of multi-functional mobile phones. For
this purpose, we proposed a novel user interface that utilizes touch sensing
technology to support multi-functional devices. The proposed user interface is
based on the assumption that the device can detect how a user holds the device.
By analyzing the user's grip-pattern, the device recognizes the user's
intention and adjusts itself to meet the specific needs of the user such as
accessing an application. The concept of the user interface is presented
through several use-case scenarios. In addition, the technical feasibility of
the proposed interface is validated by implementing a working prototype system. Keywords: capacitive multi-touch sensing, hand grip recognition, handheld devices and
mobile computing, input and interaction technologies, mobile ui, prototyping,
tactile & haptic uis, touch user interface, user interface design | |||
| Physical heart in a virtual body | | BIBAK | Full-Text | 3523-3524 | |
| Amit Zoran; Marco Coppiardi; Paula Aguilera; Pattie Maes | |||
| In this video we present a special guitar that combines physical acoustic
properties with virtual capabilities. A wooden resonator -- a unique,
replaceable piece of wood that gives the guitar a unique acoustic sound, will
embody the acoustical values. The acoustic signal created by this wooden heart
will be digitally processed in a virtual sound box in order to create flexible
sound design. The project shows that traditional values can be embedded into a
digital object. Keywords: acoustic, craft, digital instrument, guitar, music, resonator, sensors,
virtual | |||
| Project Chicago: green research | | BIBAK | Full-Text | 3525-3526 | |
| Lillian Smith; Frame Demchak | |||
| The "Project Chicago: Green Research" video showcases a technology concept
for a sustainability analysis dashboard. This dashboard could be used with
building information modeling (BIM) software to provide architects, engineers
and designers with real-time graphical feedback about the impact of their
design decisions on the LEED (Leadership in Energy and Environmental Design)
rating of a project. Our goal was to showcase a highly graphic, interactive
technology concept to evaluate water and energy reduction, indoor environmental
quality, and carbon footprint impacts and give designers an immediate sense of
the results of different building designs. Using real scenarios from BNIM:
Berkebile Nelson Immenschuh McDowell Architects' Lewis and Clark State Office
Building in Missouri, we portrayed a design team developing alternative
concepts and improving their designs as measured by the US Green Building
Council's LEED rating system for green buildings. The proposed sustainability
dashboard concept is demonstrated on a 6'x3' touch screen to explore its
potential use as a collaborative tool. The dashboard was presented by Autodesk
as a technology concept and it is not a commercially available product. Keywords: collaboration, graphical user interface, input and interaction, interaction
design, product design, sustainability, technologies, user experience design/
experience design, visualization | |||
| Pulp-based computing: a framework for building computers out of paper | | BIBAK | Full-Text | 3527-3528 | |
| Marcelo Coelho; Lyndl Hall; Joanna Berzowska; Pattie Maes | |||
| In this video, we describe a series of techniques for building sensors,
actuators and circuit boards that behave, look, and feel like paper. By
embedding electro-active inks, conductive threads and smart materials directly
into paper during the papermaking process, we have developed seamless
composites that are capable of supporting new and unexpected application
domains in ubiquitous and pervasive computing at affordable costs. Keywords: actuators, composites, paper, sensors, smart materials, ubiquitous computing | |||
| QUICKIES: the future of sticky notes | | BIBAK | Full-Text | Web Page | 3529-3530 | |
| Pranav Mistry | |||
| In this paper, we present 'QUICKIES', an attempt to bring one of the most
useful inventions of the 20th century into the digital age: the ubiquitous
sticky notes. 'QUICKIES' enriches the experience of using sticky notes by
linking hand-written sticky notes to the mobile phones, digital calendars,
task-lists, e-mail and instant messaging clients. The project explores how the
use of Artificial Intelligence (AI), Natural Language Processing (NLP), RFID,
and ink recognition technologies can make it possible to augment physical
sticky notes that can be searched, located, can send reminders and messages,
and more broadly, can act as an I/O interface to the digital information world. Keywords: connecting the physical and information world, handwriting recognition,
intelligent, rfid, sticky notes | |||
| Remote impact: shadowboxing over a distance | | BIBAK | Full-Text | 3531-3532 | |
| Florian 'Floyd' Mueller; Stefan Agamanolis; Martin R. Gibbs; Frank Vetere | |||
| Exertion games -- games that require physical effort from the user -- have
been attributed with many social, mental and in particular physical health
benefits. However, research has shown that most current implementations support
only light or moderate exercise. We are presenting "Remote Impact --
Shadowboxing over a Distance", in which players punch and kick a life-size
shadow of a remote participant in order to win the game. The game includes a
novel multi-touch large-scale interaction surface that is soft (so no-one gets
hurt), but can detect the location as well as the intensity of the players'
even most extreme impacts. Remote Impact shows that computer-augmented games
can support extreme exertion while supporting novel experiences, such as a
reduced risk of injury and supporting distant players, offering a new way of
thinking in which areas Human-Computer Interaction research can contribute to
our lives. Keywords: exergaming, exertion interface, physical effort, sports | |||
| Sharing digital photographs in the home by tagging memorabilia | | BIBAK | Full-Text | 3533-3534 | |
| Saul Greenberg; Michael Nunes | |||
| Within the home, digital photos lack the physical affordances that make
collocated photo-sharing easy and opportunistic. Family members have difficulty
accessing the personal accounts of the photo organizer, navigating to these
photos, or finding the desired ones within the vast number of photos stored on
disk. Viewing photos on a standard PC screen is also awkward due to crowding.
To promote in-home photo sharing, we designed Souvenirs, an RFID-based system
that lets people quickly link digital photo sets to physical memorabilia. These
memorabilia trigger memories and serve as social instruments; a person can
enrich their story-telling by moving the physical memorabilia close to their
large-format television screen, and the associated photos are immediately
displayed. A person can also bring a mobile device near memorabilia: the photos
appear on that display. Through pick and drop, a person can also transfer the
photo display from the mobile device to the large screen for easier viewing.
This video motivates and illustrates how all this works. Keywords: digital photo management, ubiquitous computing | |||
| SHIFTR: a user-directed, link-based system for ad hoc sensemaking of large heterogeneous data collections | | BIBAK | Full-Text | 3535-3536 | |
| Duen Horng Chau; Aniket Kittur; Christos Faloutsos; Jason I. Hong | |||
| We present a novel method and prototype system to help users make sense of
and reorganize large amounts of heterogeneous information. Our work is grounded
in theories of categorization from cognitive psychology and is designed for ad
hoc sensemaking; that is, supporting people's shifting goals and flexible
mental representations of concepts. Shiftr adapts a carefully chosen Belief
Propagation algorithm from large-scale graph mining to efficiently assist users
in interactively clustering information of arbitrary types. The system
functions effectively with few human-labeled examples, and supports the use of
both positive and negative examples. We demonstrate Shiftr's utility through
sensemaking scenarios, one of which uses the DBLP bibliography dataset, which
contains more than 1.7 million author-paper relationships. Keywords: heterogeneous, information retrieval, sensemaking | |||
| Spore player research outtakes | | BIBAK | Full-Text | 3537-3538 | |
| Nate Bolt; Tony Tulathimutte | |||
| This video contains outtakes from a player experience research study for
Electronic Arts' Spore. Users played a working build of Spore while
communicating with moderators who were stationed in a remote observation room;
media streams from the game, webcam, and voice chat were captured and synced
for later analysis. Keywords: empirical methods, performance metrics, qualitative usability testing and
evaluation, user studies | |||
| The science of fun | | BIBAK | Full-Text | 3539-3540 | |
| Nate Bolt; Tony Tulathimutte | |||
| This video details the principles underlying our company's player experience
research project on behalf of Electronic Arts for their latest game, Spore.
Electronic Arts employees discuss the benefits of the "Simulated Native
Environment" methodology as compared to focus groups, and Scott Rigby, CEO of
Immersyve Inc., describes the PENS (Player Experience of Need Satisfaction)
metrics, which were used to gather quantitative feedback in this study. Keywords: empirical methods, performance metrics, qualitative usability testing and
evaluation, user studies | |||
| A biologically inspired approach to learning multimodal commands and feedback for human-robot interaction | | BIBAK | Full-Text | 3553-3558 | |
| Anja Austermann; Seiji Yamada | |||
| In this paper we describe a method to enable a robot to learn how a user
gives commands and feedback to it by speech, prosody and touch. We propose a
biologically inspired approach based on human associative learning. In the
first stage, which corresponds to the stimulus encoding in natural learning, we
use unsupervised training of HMMs to model the incoming stimuli. In the second
stage, the associative learning, these models are associated with a meaning
using an implementation of classical conditioning. Top-down processing is
applied to take into account the context as a bias for the stimulus encoding.
In an experimental study we evaluated the learning of user feedback with our
learning method using special training tasks, which allow the robot to explore
and provoke situated feedback from the user. In this first study, the robot
learned to discriminate between positive and negative feedback with an average
accuracy of 95.97%. Keywords: human-robot-interaction, machine learning, multimodality, speech perception,
user feedback | |||
| A gesture-based and eyes-free control method for mobile devices | | BIBAK | Full-Text | 3559-3564 | |
| Raine A. Kajastila; Tapio Lokki | |||
| A novel interaction method for eyes-free control of a mobile phone or a
media player is introduced. The method utilizes acceleration sensors along
three axes to sense input gestures, such as pointing and tilting. A spherical
auditory menu and feedback are provided using speech and 3D sound. A gestural
pointing interface, multiple menu configurations, and their implementation
details is presented. Evaluation results suggest that fast and accurate
selection of menu items is possible without visual feedback. Combining the
gestural interface, positions of menu items in 3D and a browsing method with a
dynamically adjustable target size of the menu items allow large menus with
intuitive, easy access. Keywords: 3d audio, accelerometers, auditory-menu, eyes-free, gestural control | |||
| Action planning with commonsense knowledge | | BIBAK | Full-Text | 3565-3570 | |
| Hyung-il Ahn; Dustin A. Smith | |||
| Understanding other people's goals is an essential part of interpersonal
interactions. This capability enables a person to naturally predict another
person's future actions in a situation and produce appropriate joint or shared
actions. In like manner, a human-like planning agent (or sociable robot) should
be able to understand the user's action goal and come up with subgoal-based
plans to achieve the goal. In this paper we focus on how the agent can
automatically construct the subgoal-based action hierarchy corresponding to the
user's high-level goal. As a first step, we implement an action-planning engine
based on ConceptNet, and indicate the drawbacks of using ConceptNet for this
purpose. Also, we present the structure of a new goal-oriented
commonsense-reasoning knowledgebase for the agent's action-goal representation
and action planning. Keywords: action planning, action-goal representation, commonsense reasoning, semantic
network, subgoal-based action hierarchy | |||
| An fNIR based BMI for letter construction using continuous control | | BIBAK | Full-Text | 3571-3576 | |
| Rudolph L., IV Mappus; Girish R. Venkatesh; Chetna Shastry; Amichai Israeli; Melody M. Jackson | |||
| A long term goal of assistive technology research is to build creative
expression applications where subjects can extemporaneously express themselves.
Sketch drawing is one form of creative expression. In this work, we demonstrate
the usability of a brain-machine interface (BMI) for expression using a letter
drawing task. We describe empirical results that represent a first step toward
assistive applications for creative expression. Keywords: assistive technologies, biometric interfaces, brain-machine interface,
disability access, fNIR, hemodynamic response, interaction concept design | |||
| An objective and subjective evaluation of an autostereoscopic 3d display | | BIBAK | Full-Text | 3577-3582 | |
| Masashi Tsuboi; Shinji Kimura; Tsutomu Horikoshi | |||
| An autostereoscopic 3D display is evaluated to objective and subjective
evaluations. The results confirm that the spatial image reconstruction provided
by the 3D display can transfer more information than the standard flat image.
This suggests the possibility of eliminating the current limitations imposed by
display size and resolution. Keywords: 3d, evaluation, human factor, subjective tests, visual perception | |||
| Assisted-care robot initiation of communication in multiparty settings | | BIBAK | Full-Text | 3583-3588 | |
| Yoshinori Kobayashi; Yoshinori Kuno; Hitoshi Niwa; Naonori Akiya; Mai Okada; Keiichii Yamazaki; Akiko Yamazaki | |||
| This paper presents on-going work in developing service robots that provide
assisted-care to the elderly in multi-party settings. In typical Japanese
day-care facilities, multiple caregivers and visitors are co-present in the
same room and any caregiver may provide assistance to any visitor. In order to
effectively work in such settings, a robot should behave in a way that a person
who has a request can easily initiate communication with the robot. Based on
findings from observations at several day-care facilities, we have developed a
robot system that displays availability to multiple persons and then displays
recipiency to an individual person who wants to initiate interaction. Our robot
system and its experimental evaluation are detailed in this paper. Keywords: computer vision, ethnomethodology, human-robot interaction, non-verbal
communication, service robot | |||
| Automatic storytelling in comics: a case study on World of Warcraft | | BIBAK | Full-Text | 3589-3594 | |
| Chia-Jung Chan; Ruck Thawonmas; Kuan-Ta Chen | |||
| This paper presents a development of our comic generation system that
automatically summarizes players' actions and interactions in the virtual
world. The feature of the system is that it analyzes the log and screenshots of
a game, decides which events are important and memorable, and then generates
comics in a fully automatic manner. Also, the interface of our system allows
users to customize their own comics. As a result, users can easily use the
system to share their stories and create individual comics for archival
purposes or storytelling. Keywords: comic generation, entertainment, layout, user interface, virtual community | |||
| Bezier lights: establishing virtual boundaries in indoor environments | | BIBAK | Full-Text | 3595-3600 | |
| Yuichiro Takeuchi | |||
| In this paper we introduce Bezier Lights, an intelligent lighting system
that allows users to intuitively establish virtual boundaries in indoor
environments. Boundaries can be easily created/modified by arranging the
layouts of disk-shaped devices ("stones") on the building floor. The immediate
purpose of the system is to assist users in incorporating location-aware
capabilities into private properties, esp. individual households and offices,
with the longer-term goal of serving as a key component in our vision of
"Synthetic Space" -- architectural space of the future where all building
elements (walls, windows, etc.) can be dynamically reconfigured in real time. Keywords: Bezier curve, intelligent lighting, location-aware, smart furniture,
synthetic space | |||
| Blobby: how to guide a blind person | | BIBAK | Full-Text | 3601-3606 | |
| Hugo Nicolau; Joaquim Jorge; Tiago Guerreiro | |||
| For the majority of blind people, walking in unknown places is a very
difficult, or even impossible, task to perform, when without help. The adoption
of the white cane is the main aid to a blind user's mobility. However, the
major difficulties arise in the orientation task. The lack of reference points
and the inability to access visual cues are its main causes. We aim to overcome
this issue allowing users to walk through unknown places, by receiving a
familiar and easily understandable feedback. Our preliminary contributions are
in understanding, through user studies, how blind users explore an unknown
place, their difficulties, capabilities and needs. We also analyzed how these
users create their own mental maps, verbalize a route and communicate with each
other. Structuring and generalizing this information, we were able to create a
prototype that generates familiar and adequate instructions, behaving like a
blind companion, one with similar capabilities that understands his "friend"
and speaks the same language. We evaluated the system with the target
population, validating our approach and orientation guidelines, while gathering
overall user satisfaction. Keywords: accessibility, blind, evaluation, familiar, instructions, mobile,
orientation | |||
| BubbleWrap: a textile-based electromagnetic haptic display | | BIBAK | Full-Text | 3607-3612 | |
| Olivier Bau; Uros Petrevski; Wendy Mackay | |||
| We are investigating actuators that are able to provide different types of
haptic sensations and that can be wrapped around a wide range of surfaces and
objects. Our first prototype, BubbleWrap, consists of a matrix of
electromagnetic actuators, enclosed in fabric, with individually controllable
cells that expand and contract. It provides both active haptic feedback, using
vibration, as well passive haptic feedback, using shape and firmness. An
initial experiment demonstrated that users could reliably discriminate among
the three firmness levels displayed on our prototype. Keywords: actuators, firmness control, haptic display, shape changing display | |||
| Calibration-free gaze tracking using a binocular 3D eye model | | BIBAK | Full-Text | 3613-3618 | |
| Takashi Nagamatsu; Junzo Kamahara; Naoki Tanaka | |||
| This paper presents a calibration-free method for estimating the point of
gaze (POG) on a display by using two pairs of stereo cameras. By using one pair
of cameras and two light sources, the optical axis of the eye and the position
of the center of the cornea can be estimated. This estimation is carried out by
using a spherical model of the cornea. One pair of cameras is used for the
estimation of the optical axis of the left eye, and the other pair is used for
the estimation of the optical axis of the right eye. The point of intersection
of optical axis with the display is termed the point of the optical axis (POA).
The POG is approximately estimated as the midpoint of the line joining POAs of
both the eyes with the display. We have developed a prototype system based on
this method and demonstrated that the midpoint of POAs was closer to the
fiducial point that the user gazed at than each POA. Keywords: calibration-free, eye model, eye movement, gaze tracking | |||
| Can an ARG run automatically? | | BIBAK | Full-Text | 3619-3624 | |
| Jennefer Hart; Josephine Reid | |||
| Alternative Reality Games (ARGs) provide an interesting platform to explore
the nature of game play as they combine fictional and real world elements to
create a unique gaming experience. A typical ARG plays over a set time span and
players collaborate via an ongoing narrative orchestrated by 'puppet masters'.
This paper presents a six week study based around an ARG which was designed to
be repeatable, allowing players to enter the game at anytime. Through the use
of temporal trajectories we analyse player's interactions and unveil a number
of problems that hindered game play. The players lifestyle, pace and gameplay
traits all impacted on the game and raises the question of whether a repeatable
ARG can really work. We close with some design pointers that might make it
feasible. Keywords: entertainment | |||
| Can machines call people?: user experience while answering telephone calls initiated by machine | | BIBAK | Full-Text | 3625-3630 | |
| Adam J. Sporka; Jakub Franc; Giuseppe Riccardi | |||
| Current state-of-the-art spoken dialog systems are aimed at handling
telephone calls to automate incoming caller requests. In this paper we explore
a scenario which is symmetric to a traditional human-initiated interaction. We
report on an initial qualitative study focusing on the opposite type of
interaction, i.e. when automated agents place telephone calls to recipients
that request interactive dialog from the recipients. The study consisted of 16
telephone calls to participants placed by a simulated agent, followed by
debriefing interviews with the participants. The data gained in the study were
analyzed to identify factors that influence the acceptance of such calls. Keywords: acceptance, agent-initiated telephone calls, autonomous call agents,
qualitative study, speech modality, telephone services, wizard of oz | |||
| Choosing the right knob | | BIBAK | Full-Text | 3631-3636 | |
| Joe Wherton; Andrew Monk | |||
| People with dementia have problems carrying out multi-step tasks such as
making a hot drink. Intelligent systems are being built to prompt people
through such tasks. However, the prompts used by these systems are likely to be
viewed as novel. As people with dementia are known to be sensitive to novelty
this could be a problem. An experiment was performed to determine how to prompt
people with dementia with which knob controls which burner on a cooking range.
A highly novel implicit attentional cue using fluorescent wire was found to
provide comparable or better results than more conventional alternatives. It is
concluded that design in this area does not need to be constrained by the need
to avoid novelty. The experiment is also of interest because of the way that it
was embedded in a natural cooking task suitable for people of varied cognitive
capacity. Keywords: cooking, cueing action, dementia, implicit cueing | |||
| Co-located collaborative web search: understanding status quo practices | | BIBAK | Full-Text | 3637-3642 | |
| Saleema Amershi; Meredith Ringel Morris | |||
| Co-located collaborative Web search is a surprisingly common activity,
despite the fact that Web browsers and search engines are not designed to
support collaboration. We report the findings of two studies (a diary study and
an observational study) that provide insights regarding the frequency of
co-located collaborative searching, the strategies participants use, and the
pros and cons of these strategies. We then articulate design implications for
next-generation tools that could enhance the experience of co-located
collaborative search. Keywords: collaborative search, search interfaces, web search | |||
| Connected space | | BIBAK | Full-Text | 3643-3648 | |
| Hee Rin Lee; Carl DiSalvo | |||
| Connected Space connects remote spaces based on sensor data values that
users collect. Diverse spaces that have similar ambient data are connected.
Because sensor data is quantified data which falls outside the scope of human
senses, users need a solution to understand it. Connected Space maps the data
into a visual representation and allows interaction with the data. Connected
Space suggests a new way to connect remote spaces with sensor data in
Telecommunication Art and also suggests ways to enable users to understand
quantified data with interaction in a more concrete way. Keywords: ambient data visualization, participatory design, remote connections, sensor
data pedagogy, social interaction, telecommunication art | |||
| Connecting the dots with related notes | | BIBAK | Full-Text | 3649-3654 | |
| Yedendra Babu Shrinivasan; David Gotz | |||
| During visual analysis, users must often connect insights discovered at
various points of time to understand implicit relations within their analysis.
This process is often called "connecting the dots." In this paper, we describe
an algorithm to recommend related notes from a user's past analysis based on
his/her current line of inquiry during an interactive visual exploration
process. We have implemented the related notes algorithm in HARVEST, a web
based visual analytic system. Keywords: information visualization, reasoning process, related notes, visual
analytics | |||
| Contact-and-connect: designing new pairing interface for short distance wireless devices | | BIBAK | Full-Text | 3655-3660 | |
| Jong-bum Woo; Youn-kyung Lim | |||
| To solve the problem of the current pairing method of wireless devices with
button interface, this paper suggests a new way of pairing wireless devices in
short distance with which it requires physically contacting them together,
which we call Contact-and-Connect Interface. Through prototyping, we examined
the usability of this new interface, and as a result, we realized that all of
the participants recognized the pairing easily due to the following three
factors: contact action, LED visualization of connection, and instant feedback
of what is happening. We also figured out which external forms have better
affordance for the contact action, and the ones having no sharp edges with a
perfect fit worked best. Keywords: bluetooth devices, pairing, ubiquitous computing, usability, visualization | |||
| Designing for email response management | | BIBAK | Full-Text | 3661-3666 | |
| Sungjoon (Steve) Won; Laura A. Dabbish | |||
| Email is the most widely used form of computer-mediated communication. And
replying to messages is one of the main activities email interfaces need to
support. In this paper we address the problems users face when managing emails
that need a reply. Previous work has found that users have difficulty
remembering to reply to messages when they postpone response, and have trouble
re- finding messages they want to respond to. We review related work on email
management, and describe three designs developed to facilitate email response
management. Keywords: computer-mediated communication, design, email, social messaging | |||
| Designing interfaces for presentation of opinion diversity | | BIBAK | Full-Text | 3667-3672 | |
| Sean A. Munson; Daniel Xiaodan Zhou; Paul Resnick | |||
| News aggregators rely on links and users votes to select and present subsets
of the large quantity of news and opinion items generated each day. Opinion
diversity in the output sets can provide several benefits. We outline a range
of diversity goals and discuss user reactions to a pilot implementation that
selects for diversity as well as popularity. We then describe plans for
research on alternative presentations and their impacts on users. Keywords: bias, blogs, diversity, news aggregator, politics, presentation, recommender
systems | |||
| Designing unobtrusive interfaces with minimal presence | | BIBAK | Full-Text | 3673-3678 | |
| Hyunjung Kim; Woohun Lee | |||
| The vision of Ubiquitous Computing is a world of invisible technologies.
Technologies are so woven into the fabric of everyday life that they become
indistinguishable [1]. In this paper, we discuss unobtrusive interfaces having
minimal presence. By merging into everyday objects and environments, the
presence of an interface can be minimized, making our everyday life more
interactive without increasing its complexity. To obtain minimal presence,
physical plasticity of the interface is considered in the present work. This
allows the interface to shift between invisible and visible states; the
concealed interface appears when it is put into use and disappears after use.
In addition, our recent project, Shade Pixel, is presented as an example of an
unobtrusive interface with minimal presence. We also briefly describe a design
concept for the interface to provide inspiration for its practical application. Keywords: minimalism, physical plasticity, simplicity, unobtrusive interface | |||
| Development of evaluation heuristics for web service user experience | | BIBAK | Full-Text | 3679-3684 | |
| Kaisa Väänänen-Vainio-Mattila; Minna Wäljas | |||
| Positive user experience (UX), including its pragmatic and hedonic aspects,
is a central design target for interactive products and services. Increasingly,
Web services are developed for both PCs and mobile terminals to support user
needs for media content management and social interaction. Even though many UX
models have been developed over the last decade, the specific characteristics
affecting UX of Web services have not been studied systematically. In this
paper we present the first phase of our service UX study in which three Web
services were evaluated by three UX experts each, using an initial set of
service UX evaluation heuristics. We discuss how well these heuristics covered
the positive and negative service UX evaluation findings, and how the
heuristics and the expert evaluation approach of UX should be developed
further. Keywords: evaluation heuristics, expert evaluation, user experience (ux), web services | |||
| Disembodied performance | | BIBAK | Full-Text | 3685-3690 | |
| Peter Alexander Torpey; Elena Naomi Jessop | |||
| Early in Tod Machover's opera Death and the Powers, the main character,
Simon Powers, is subsumed into a technological environment of his own creation.
The theatrical set comes alive in the form of robotic, visual, and sonic
elements that allow the actor to extend his range and influence across the
stage in unique and dynamic ways. This environment must compellingly assume the
behavior and expression of the absent Simon. In order to distill the essence of
this character, we recover performance parameters in real time from
physiological sensors, voice, and vision systems. These gesture and performance
parameters are then mapped to a visual language that incorporates cognitive and
semantic models informed by modal relationships. This language allows the
off-stage actor to express emotion and interact with others on stage. Our
Disembodied Performance system takes a new direction in augmented performance
by employing a non-representational abstraction of a human presence that fully
translates a character into an environment. Keywords: performance, physiological sensors, theater, visualization | |||
| Emotional gaze behavior generation in human-agent interaction | | BIBAK | Full-Text | 3691-3696 | |
| Xia Mao; Zheng Li; Yuli Xue | |||
| Gaze behavior plays an important role in face to face communication in that
it conveys nonverbal information and emotional intent beyond speech. This
research proposes a computational framework for generating emotional gaze
behavior in a virtual agent, concentrating on analysis and synthesis of primary
and intermediate emotions through gaze behavior. We utilize parameters picked
from the AU-Coded facial expression database and real-time eye movement data
(pupil size, blink rate and saccade) to model primary emotions and describe a
rule-based approach to generate intermediate ones. Keywords: emotional expression, gaze behavior, human-agent interaction, virtual agent | |||
| Enhancing brain-machine interface throughput using simultaneous activation detection | | BIBAK | Full-Text | 3697-3702 | |
| Rudolph L., IV Mappus; Paul M. Corballis; Melody M. Jackson | |||
| In this work, we investigate the viability of a novel combination of evoked
responses as input signals for a general-purpose brain machine interface (BMI).
We demonstrate response accuracy to alphanumeric stimuli in valid and
mirror-reversed orientations, and show task-related activity differences
correlated with rotation degree and character validity in superior parietal and
inferior frontal gyrus regions of the brain. By observing simultaneous
task-related activation in spatially dissociated regions, we increase the
amount of information used for inferring user intent in control interfaces. Keywords: brain-machine interface, electroencephalography | |||
| Ethnochat: an instant messenger program for ethnography | | BIBAK | Full-Text | 3703-3708 | |
| Jason Zalinger; Nathan Freier; Eric Dutko | |||
| This paper describes the design of Ethnochat, an instant messaging (IM)
program built for ethnographers to conduct computer-mediated, semi-structured
or unstructured interviews. To our knowledge, this is the first program of its
kind. Ethnographic techniques are becoming a common method to investigate
social interactions and settings in digital contexts, and this creates a demand
for a proper tool with which ethnographers can practice their craft. This paper
details the design and articulates how Ethnochat will have significant
implications for HCI practice. Keywords: ethnography, evaluation methods, instant messaging, online interviews | |||
| Evaluating non-interactive domestic situated SMS messaging | | BIBAK | Full-Text | 3709-3714 | |
| John Downs; Beryl Plimmer | |||
| We present our evaluation of our SMS-to-photo-frame messaging system in
diverse households. We explored whether low-cost, non-interactive ambient
displays were useful when applied to domestic messaging. We performed an
ethnographic study with two different types of households, during which we
analysed their usage of the system and conducted a series of interviews. We
found that all households used the system to some degree, but that the social
context and communication styles were distinctly different between households
comprised of families and those with fictive kin. This highlights the
importance of considering the household structure when designing domestic
technology. Additionally, our preliminary study explored the minimum
requirements for a useful messaging appliance for the home, particularly with
respect to interactivity. Keywords: communication, digital photo frame, domestic messaging, ethnographic
evaluation study, mobile phone, situated display, ubiquitous computing | |||
| Exploring cues and rhythm for designing multimodal tools to support mobile users in wayfinding | | BIBAK | Full-Text | 3715-3720 | |
| Teija Vainio | |||
| In recent navigation HCI studies, the shift from investigating map-based
mobile applications towards supporting mobile users' wayfinding tasks with
multimodal navigation aids is apparent. While there have been many studies of
navigation design guidelines for using maps or speech- or tactile-based
guidance in mobile devices, in this paper we propose an initial study of
multimodal navigation design utilising the theory of designing episodes of
motion originating from urban planning. The implications of designing cues and
providing rhythm, as the theory of episodes of motions suggests, are explored,
with pedestrians as the subjects using wayfinding tasks in an urban area. The
main contributions of this paper are in investigating the design principles,
evaluating them in the context of mobile wayfinding tasks, and reflecting upon
the results in terms of users' wayfinding behaviour. It is concluded that by
designing predictive clues and rhythm into mobile multimodal navigation
applications, we can improve navigation aids for users. Keywords: human factors, mobile navigation, multimodality | |||
| Exploring participatory performance to inform the design of collaborative public interfaces | | BIBAK | Full-Text | 3721-3726 | |
| Robyn Taylor; Pierre Boulanger; Patrick Olivier; Jayne Wallace | |||
| We describe a new application of interactive participatory performance in
interaction design. Our pragmatic strategy permits us to use performance as an
investigatory tool in the exploration of user behavior. By taking a holistic
view of the evaluation of the interplay between the designed artifact (the
performance content) and the people who interact and relate to it, we can
extract insights from the performance with the intention of informing the
process of designing interaction mechanisms for more conventional public
interfaces. Keywords: aesthetic experience, collaborative system design, interactive art,
performance | |||
| Exploring social and temporal dimensions of emotion induction using an adaptive affective mirror | | BIBAK | Full-Text | 3727-3732 | |
| Suleman Shahid; Emiel Krahmer; Marc Swerts; Willem A. Melder; Mark A. Neerincx | |||
| This paper investigates if and how a digital, interactive affective mirror
induces positive emotions in participants. We study whether the induced affect
is repeatable after a fixed interval (Study 1) and how the social presence
affects the emotion induction (Study 2). Results show that participants
systematically feel more positive after an affective mirror session; this
effect is shown to be repeatable, and co-presence of a friend is shown to boost
this effect. Keywords: adaptive interfaces, affective computing, co-presence, mood induction,
positive emotions, presence effect | |||
| Exploring the design of accessible goal crossing desktop widgets | | BIBAK | Full-Text | 3733-3738 | |
| Eun Kyoung Choe; Kristen Shinohara; Parmit K. Chilana; Morgan Dixon; Jacob O. Wobbrock | |||
| Prior work has shown that goal crossing may be a more accessible interaction
technique than conventional pointing-and-clicking for motor-impaired users.
Although goal crossing with pen-based input devices has been studied, pen-based
designs have limited applicability on the desktop because the pen can "fly in,"
cross, and "fly out," whereas a persistent mouse cursor cannot. We therefore
explore possible designs for accessible mouse-based goal crossing widgets that
avoid triggering unwanted goals by using secondary goals, gestures, and corners
and edges. We identify four design principles for accessible desktop goal
crossing widgets: ease of use for motor-impaired users, safety from false
selections, efficiency, and scalability. Keywords: computer access, crossing-based interfaces, desktop accessibility, human
performance, input, motor impairments, mouse cursor | |||
| Fast finger tracking system for in-air typing interface | | BIBAK | Full-Text | 3739-3744 | |
| Kazuhiro Terajima; Takashi Komuro; Masatoshi Ishikawa | |||
| We developed a system which performs 3D motion tracking of human's hand and
fingers from images of a single high-frame-rate camera and that recognizes
his/her typing motion in the air. Our template-matching-based method using hand
textures reduces background effect and enables markerless tracking. In
addition, use of a high-frame-rate camera enables recognition of rapid typing
motion which is difficult to track using standard cameras. In order to realize
real-time recognition, we developed hardware which parallelizes and accelerates
image processing. As a result, we achieved real-time recognition of typing
motion with the throughput of 138 fps (frames per second) and the latency of 29
ms. Keywords: embedded computer vision., portable device, vision-based ui | |||
| File management with hierarchical folders and tags | | BIBAK | Full-Text | 3745-3750 | |
| Shanshan Ma; Susan Wiedenbeck | |||
| Hierarchical folders have been widely used for managing digital files.
Previous research has revealed problems with them. Users frequently have to
turn to desktop search to re-find files, even if they thought they had saved
them in a memorable place. Tagging may have the potential to improve
information navigation and organization. This research in progress aims at
exploring the possibility of incorporating tagging into the hierarchical folder
structure for file management, especially for the process of file organization
and file re-finding. This work will provide design implications for future file
management tools. Keywords: file management, file organization, file re-finding, tagging | |||
| Gesture-based interaction with virtual 3D objects on large display: what makes it fun? | | BIBAK | Full-Text | 3751-3756 | |
| Jamie Ng; Tze-Jan Sim; Yao-Sheng Foo; Vanessa Yeo | |||
| In this paper, we describe a virtual game where game play is afforded by the
user's silhouette interacting with on-screen 3D gaming objects, e.g. a soccer
ball or a "chapteh" (Shuttlecock Kicking) -- a game played traditionally in
villages, i.e. "kampongs", in Asia. The virtual game system projects a
life-size image of the location where the game is often played, e.g. soccer
field when soccer is played or village playground in the case of "chapteh". The
player's silhouette is super-imposed on the screen as the user interacts with
the on-screen virtual 3D object using his body movement, e.g. bounce or lift.
We compare the game play when different design variables were changed, e.g.
replacing the soccer field image or removing the silhouette outline, to
evaluate which design variable affects a user's experience during game play. Keywords: gesture-based interaction, silhouette interaction, user experience, virtual
games | |||
| Grounding geovisualization interface design: a study of interactive map use | | BIBAK | Full-Text | 3757-3762 | |
| Pamela Karr Wisniewski; Okan Pala; Heather Richter Lipford; David C. Wilson | |||
| Building the most effective tools to support user-centered geographic
visualization faces a significant challenge: not enough is known about how
people interact with maps. Map use research has often focused on higher order
use goals or cognitive interpretations of static map representations. In order
to address the problem of understanding foundational user-map interaction
behavior, we are studying user interactions in complex geovisualizations, with
an initial focus on analysis tasks. This paper describes an exploratory user
study to examine general interaction issues with complex map visualizations.
Our results highlight the need for map tools to improve interactivity and
support basic analysis tasks to aid users in decision making. Keywords: geovisualization, interaction, maps | |||
| Haptic feedback in remote pointing | | BIBAK | Full-Text | 3763-3768 | |
| Laurens R. Krol; Dzmitry Aliakseyeu; Sriram Subramanian | |||
| We investigate the use of haptic feedback for enhancing user performance
with remote pointing devices. We present a number of concepts that use haptic
feedback on such devices and the results of the first user study, in which we
have compared the effects of different feedback types on users' performance and
preference in remote pointing tasks. The study showed that the addition of
haptic feedback significantly improves the performance, while it has also
revealed a seemingly low user acceptance of haptic feedback. We discuss the
implications of our findings and outline the future work. Keywords: haptic feedback, remote pointing, target acquisition | |||
| How do people talk with a robot?: an analysis of human-robot dialogues in the real world | | BIBAK | Full-Text | 3769-3774 | |
| Min Kyung Lee; Maxim Makatchev | |||
| This paper reports the preliminary results of a human-robot dialogue
analysis in the real world with the goal of understanding users' interaction
patterns. We analyzed the dialogue log data of Roboceptionist, a robotic
receptionist located in a high-traffic area in an academic building [2][3]. The
results show that (i) the occupation and background (persona) of the robot help
people establish common ground with the robot, and (ii) there is great
variability in the extent that users follow social norms of human-human
dialogues in human-robot dialogues. Based on these results, we describe
implications for designing the dialogue of a social robot. Keywords: human-robot dialogue, human-robot interaction, speech-based interaction | |||
| iBookmark: locative texts and place-based authoring | | BIBAK | Full-Text | 3775-3780 | |
| Johannes Schöning; Tom Bartindale; Patrick Olivier; Dan Jackson; Antonio Krüger; Jim Kitson | |||
| With the recent developments in ePaper technology, consumer eBook readers
have display qualities and form factors that are approaching that of
traditional books. These eBook readers are already replacing paper in some
commercial domains, but the potential of eBooks to extend forms of writing and
storytelling has not been significantly explored. Using the digital and dynamic
characteristics afforded by eBook readers, we are developing iBookmark, a
GPS-enabled eBook reader. In iBookmark, writers can create stories that change
in response to the location of the eBook itself. By setting context variables
based on current and past locations of the eBook reader and using these in the
rule-based generation of text and illustrations. We are developing new
rhetorical device for writers that extend the expressive range of eBook
delivered stories. Keywords: context sensing, eBook reader, ePaper, narrative theory | |||
| Imaging-based cosmetics advisory service | | BIBAK | Full-Text | 3781-3786 | |
| Jhilmil Jain; Nina Bhatti | |||
| In this paper we describe a multimodal cosmetic advisory system that
recommends cosmetics appropriate for users' skin tone. This system is intended
for commercial use to address the problem of color selection of cosmetic
foundation. Based on surveys and semi-structured interviews we have verified
that visual selection of color foundation cosmetics is error prone, and the
results of our study indicate that both mobile and kiosk touch points are
essential to cover the entire target population (women of all ages) since
technical vs. social comfort, accuracy vs. convenience and social vs.
individual needs play a huge role in the usage and adoption of personal
advisory services. Keywords: advisory service, interviews, kiosk, mobile, surveys | |||
| Implementing emotion-based user-aware e-learning | | BIBAK | Full-Text | 3787-3792 | |
| Xia Mao; Zheng Li | |||
| We propose an intelligent e-learning system featuring with affective agent
tutor. The agent tutor "Alice" is not only fully aware of the affective state
of the students through facial expression, speech and text, but also fully
capable of adapting to these states wisely guided by a case-based method with
facial expression generation and emotional speech synthesis ability. Keywords: affective computing, intelligent e-learning system, multimodal interaction,
perceptive interfaces, virtual agent | |||
| Improving with age: designing enduring interactive products | | BIBAK | Full-Text | 3793-3798 | |
| William Odom; James Pierce | |||
| This study explores people's relationships with digital and non-digital
objects in the home -- with an eye toward the ways in which products improve
rather than deteriorate over time -- and how this knowledge might inform the
design of more enduring and sustainable interactive products. We report our
research in progress and provide a collection of initial design themes and
design concepts inspired by user studies. Keywords: durability, interaction design, sustainability | |||
| Information foraging in E-voting | | BIBAK | Full-Text | 3799-3804 | |
| Ravi K. Vatrapu; Scott P. Robertson | |||
| In this paper, we present a case study of human-information interaction in
the online realm of politics. The case study consists of a participant observed
while searching and browsing the internet for campaign information in a
mock-voting situation while taking notes that were to be shared with others.
Interaction analysis of the case study data consisted of applying Information
Foraging Theory to understand participant specific behaviors in searching and
browsing. Case study results show skewed time allocation to activities, a
tradeoff between enrichment vs. exploitation of search results, and issues with
lack of scent, low value perception, and value depletion of information.
Potential implications for voter-centered design of e-voting portals are
discussed and future work is outlined. Keywords: comparative informatics, e-democracy, e-participation, e-voting, information
foraging theory, information patch, information scent, participatory design,
voter-centered design, www.votesby.us | |||
| Intentions: a game for classifying search query intent | | BIBAK | Full-Text | 3805-3810 | |
| Edith Law; Anton Mityagin; Max Chickering | |||
| Knowing the intent of a search query allows for more intelligent ways of
retrieving relevant search results. Most of the recent work on automatic
detection of query intent uses supervised learning methods that require a
substantial amount of labeled data; manually collecting such data is often
time-consuming and costly. Human computation is an active research area that
includes studies of how to build online games that people enjoy playing, while
in the process providing the system with useful data. In this work, we present
the design principles behind a new game called Intentions, which aims to
collect data about the intent behind search queries. Keywords: human computation game, query classification, query intent, web search | |||
| Interaction programming: next steps | | BIBAK | Full-Text | 3811-3816 | |
| Harold Thimbleby | |||
| Interaction programming bridges the gap between interaction design and
programming, but it has not yet been related directly to mainstream development
practice. This paper presents UI model discovery tools to enable existing
systems and traditional development processes to benefit from interaction
programming tools and methods. Keywords: discovery tools, interaction programming, model checking | |||
| Intermediated technology interaction in rural contexts | | BIBAK | Full-Text | 3817-3822 | |
| Abhay Sukumaran; Satyan Ramlal; Eyal Ophir; Vangala RamNaresh Kumar; Gaurav Mishra; Vanessa Evers; Venkataraman Balaji; Clifford Nass | |||
| Access to information technology in developing countries is often indirect,
involving human intermediaries. A computer kiosk is a typical instance of
three-way interaction between user, kiosk operator, and kiosk technology. We
describe a pilot experimental study that investigates whether manipulating the
social prominence of the intermediary versus the technology affects perceived
information characteristics and attitudes toward the interaction. We suggest
that a better understanding of such locally specific interaction models is
needed to address culturally influenced issues in information technology use
throughout the developing world. Ongoing methodological challenges in
conducting experimental studies in such contexts are discussed. Keywords: computer-mediated communication, cultural research methods, disadvantaged
communities, indirect technology access, international user studies | |||
| Investigating background & foreground interactions using spatial audio cues | | BIBAK | Full-Text | 3823-3828 | |
| Yolanda Vazquez-Alvarez; Stephen Brewster | |||
| Audio is a key feedback mechanism in eyes-free and mobile computer
interaction. Spatial audio, which allows us to localize a sound source in a 3D
space, can offer a means of altering focus between audio streams as well as
increasing the richness and differentiation of audio cues. However, the
implementation of spatial audio on mobile phones is a recent development.
Therefore, a calibration of this new technology is a requirement for any
further spatial audio research. In this paper we report an evaluation of the
spatial audio capabilities supported on a Nokia N95 8GB mobile phone.
Participants were able to significantly discriminate between five audio sources
on the frontal horizontal plane. Results also highlighted possible subject
variation caused by earedness and handedness. We then introduce the concept of
audio minimization and describe work in progress using the Nokia N95's 3D audio
capability to implement and evaluate audio minimization in an eyes-free mobile
environment. Keywords: 3d audio, audio cues, background and foreground interactions, evaluation,
multiple audio streams | |||
| Investigating web search strategies and forum use to support diet and weight loss | | BIBAK | Full-Text | 3829-3834 | |
| m.c. schraefel; Ryen W. White; Paul André; Desney Tan | |||
| Healthcare is shifting from being reactive to preventive, with a focus on
maintaining general wellness through positive decisions on diet, exercise, and
lifestyle. In this paper, we investigate search behavior as people navigate the
Web and find support for dietary and weight loss plans. Inspecting the Web
search logs of nearly 2,000 users, we show that people progressively narrow
their searches to support their progress through these plans. Interestingly,
people that visit online health forums seem to progress through the plans'
phases more quickly. Based on these results, we conducted a survey to further
explore the roles and importance of online forums in supporting dieting and
weight loss. Keywords: diet, forums, obesity, web search, weight loss | |||
| Lessons from participatory design with adolescents on the autism spectrum | | BIBAK | Full-Text | 3835-3840 | |
| Miriam Madsen; Rana el Kaliouby; Micah Eckhardt; Mohammed E. Hoque; Matthew S. Goodwin; Rosalind Picard | |||
| Participatory user interface design with adolescent users on the autism
spectrum presents a number of unique challenges and opportunities. Through our
work developing a system to help autistic adolescents learn to recognize facial
expressions, we have learned valuable lessons about software and hardware
design issues for this population. These lessons may also be helpful in
assimilating iterative user input to customize technology for other populations
with special needs. Keywords: adolescents, asd, autism, design, emotion detection, facial expression
analysis, user interface | |||
| Map torchlight: a mobile augmented reality camera projector unit | | BIBAK | Full-Text | 3841-3846 | |
| Johannes Schöning; Michael Rohs; Sven Kratz; Markus Löchtefeld; Antonio Krüger | |||
| The advantages of paper-based maps have been utilized in the field of mobile
Augmented Reality (AR) in the last few years. Traditional paper-based maps
provide high-resolution, large-scale information with zero power consumption.
There are numerous implementations of magic lens interfaces that combine
high-resolution paper maps with dynamic handheld displays. From an HCI
perspective, the main challenge of magic lens interfaces is that users have to
switch their attention between the magic lens and the information in the
background. In this paper, we attempt to overcome this problem by using a
lightweight mobile camera projector unit to augment the paper map directly with
additional information. The "Map Torchlight" is tracked over a paper map and
can precisely highlight points of interest, streets, and areas to give
directions or other guidance for interacting with the map. Keywords: magic lens interfaces, mobile augmented reality, projector phones | |||
| Measuring users' emotional reactions to websites | | BIBAK | Full-Text | 3847-3852 | |
| Helen Petrie; Chandra Harrison | |||
| Initial research to investigate users' emotional reactions to websites is
presented. An Emotion Words Priming List (EWPL) was developed for UK English
speakers and used to prompt users in an evaluation of 6 websites. Only half the
words on the EWPL V1 were amongst the most frequently used emotion words in the
retrospective verbal protocols. However a list of 16 emotion words emerged from
this study that constitute version 2 of the EWPL, to be validated in a future
study. Keywords: emotion, evaluation, methodology, user experience, websites | |||
| Metamouse: multiple mice for legacy applications | | BIBAK | Full-Text | 3853-3858 | |
| Kurtis Heimerl; Divya Ramachandran; Joyojeet Pal; Eric Brewer; Tapan Parikh | |||
| Single Display Groupware (SDG) solutions have been used to create software
for disadvantaged children, particularly in the developing world. SDG allows
for greater utilization of the limited infrastructure available to these kids.
However, SDG faces challenges in working with legacy applications. Our
technology, called metamouse, takes a step toward an integrated multi-user
application by allowing users to collaborate within unmodified legacy
educational software. We conducted a preliminary qualitative user study of our
technology with educational software in schools around Bangalore, India. We
found that Metamouse is easily learned, encourages collaborative discussion
among students, and allows for the use of existing educational applications
with no modification. Keywords: developing regions, education, shared computers, single display groupware | |||
| Micro-blogging as online word of mouth branding | | BIBAK | Full-Text | 3859-3864 | |
| Bernard J. Jansen; Mimi Zhang; Kate Sobel; Abdur Chowdury | |||
| In this paper, we report research results investigating micro-blogging as a
form of online word of mouth branding. We analyzed 149,472 micro-blog postings
containing branding comments, sentiments, and opinions. We investigated the
overall structure of these micro-blog postings, types of expressions, and
sentiment fluctuations. Of the branding micro-blogs, nearly 20 percent
contained some expressions of branding sentiments. Of these tweets with
sentiments, more than 50 percent were positive and 33 percent critical of the
company or product. We discuss the implications for organizations in using
micro-blogging as part of their overall marketing strategy and branding
campaigns. Keywords: branding, micro-blogging, social networking, twittering | |||
| Multilingual search strategies | | BIBAK | Full-Text | 3865-3870 | |
| Anne Aula; Melanie Kellar | |||
| We explored the search strategies of multilingual searchers, i.e., users who
use multiple languages when searching for information. We wanted to understand
factors that determine the language multilingual searchers choose to search in,
if they switch languages within a search task, and if they encounter challenges
when searching in a non-native language. Our results indicate that availability
and perceived quality of information were the primary reasons for searching in
a non-native language. Language switching within a search only occurred when
information could not be found with the original search language. We also
observed a language-related use case where the goal was not to find information
in a typical sense, but rather to check for correct phrases in the non-native
language using search engines. Our research highlights several areas of future
work for further understanding the multilingual search process. Keywords: multilingual searching, user study, web search | |||
| Multi-point touch input method for Korean text entry | | BIBAK | Full-Text | 3871-3876 | |
| Heesook Shin; Woohun Lee; Geehyuk Lee; Ilyeon Cho | |||
| Multi-touch interfaces are becoming popular as a new input means for the
various applications. In this paper, we suggest a new Korean text entry method
using a multi-touch interface called MPT (Multi-Point Touch) input method. We
conducted a text entry performance test comprising 4 sessions for 10
participants, and compared the result with an existing commercial SPT
(Single-Point Touch) input method. The experimental results show that the entry
speed of MPT was slower than that of SPT method in the initial session.
However, the entry speed of MPT input method was improved more rapidly than the
speed of SPT method as sessions were proceeded. We observed a statistically
significant learning effect from the result of MPT method. Moreover, we found
no significant difference between the task loads of SPT and MPT input methods. Keywords: multi-touch, text entry | |||
| New tools for task workflow analysis | | BIBAK | Full-Text | 3877-3882 | |
| Will Schroeder | |||
| This paper describes first steps in the use of a technique for the
visualization, and analysis of users' workflows, well-suited to the study of
user behavior in the completion of complex tasks. Keywords: software development tools, usability, user interfaces, user-centered design | |||
| NextSlidePlease: navigation and time management for hyperpresentations | | BIBAK | Full-Text | 3883-3888 | |
| Ryan P. Spicer; Aisling Kelliher | |||
| Slide-ware presentations typically involve an uninterrupted progression of
bulleted slides introduced by a lone figure before a passive audience. This
format does not encourage active discussion or facilitate improvisational
presentation of material. Two studies were conducted to evaluate how presenters
author, rehearse for and deliver presentations. From these studies, feature
recommendations for a prototype hyperpresentation system were developed. Keywords: hypertext, navigation, presentations, slide-ware | |||
| Origami simulator: a multi-touch experience | | BIBAK | Full-Text | 3889-3894 | |
| Samuel Hsiao-Heng Chang; Lachlan Stuart; Beryl Plimmer; Burkhard Wünsche | |||
| We present a 3D origami simulator with multi-touch interaction. This is a
preliminary exploration of manipulating 3D models with multi-touch. Following a
user centered approach, we analyzed how people make paper origami models and
mapped the common actions into two-touch gestures. The user study suggested
that people enjoyed the simulator and think the techniques can be applied to
other 3D modeling environments. Keywords: 3d manipulation, multi-touch interaction | |||
| Perceived productivity and the social rules for laptop use in work meetings | | BIBAK | Full-Text | 3895-3900 | |
| Lisa Kleinman | |||
| People multitask with laptops in organizational meetings and this may impact
a team's productivity and group dynamics. This paper discusses the results from
fieldwork at a Fortune 500 software development company and survey data from a
sample of 40 information workers across the United States on the topic of
technological multitasking in group meetings. Preliminary results suggest that
there is a perceived loss of productivity when using laptops during meetings
and that the type of meeting is the strongest determinant for when
technological multitasking occurs. Keywords: collaborative work, group meetings, polychronicity, technology multitasking | |||
| P-recognition: you are already recognized | | BIBAK | Full-Text | 3901-3906 | |
| Hiroyuki Manabe; Masaaki Fukumoto | |||
| The user's intention is reflected in not only the actual input action but
the ones immediately before it as well. "P-Recognition"" recognizes the
preceding actions, and predicts the intention just when the actual action
starts. This paper tests P-Recognition in a pen-based map navigation interface
as an example, where the map is panned by user's dragging strokes and zoomed by
user's enclosure by a circle. The feasibility of the proposal is confirmed in
an experiment. We find that dragging and circling actions are distinguishable
before the pen touches the screen. Moreover, for some users we can recognize
their intention to write text. It is confirmed that the user's intention is
present in the preceding actions and so is detectable. Keywords: gesture recognition, hover, map navigation, mode, pan & zoom, predictive
interface, stroke recognition, stylus pen | |||
| Predicting query reformulation during web searching | | BIBAK | Full-Text | 3907-3912 | |
| Bernard J. Jansen; Danielle Booth; Amanda Spink | |||
| his paper reports results from a study in which we automatically classified
the query reformulation patterns for 964,780 Web searching sessions (composed
of 1,523,072 queries) in order to predict what the next query reformulation
would be. We employed an n-gram modeling approach to describe the probability
of searchers transitioning from one query reformulation state to another and
predict their next state. We developed first, second, third, and fourth order
models and evaluated each model for accuracy of prediction. Findings show that
Reformulation and Assistance account for approximately 45 percent of all query
reformulations. Searchers seem to seek system searching assistant early in the
session or after a content change. The results of our evaluations show that the
first and second order models provided the best predictability, between 28 and
40 percent overall, and higher than 70 percent for some patterns. Implications
are that the n-gram approach can be used for improving searching systems and
searching assistance in real time. Keywords: n-grams, query reformulation, stochastic process, web queries, web sessions | |||
| Product interest and engagement scale, beta (pies-beta): initial development | | BIBAK | Full-Text | 3913-3918 | |
| Christopher N. Chapman; Michal Lahav; Edwin Love; James L. Alford | |||
| We report a work in progress: development and initial validation of the
Product Interest and Engagement Scale (PIES), a short assessment instrument
measuring consumer interest in technology products. PIES reflects an explicitly
multidimensional, hierarchical, and extensible model of product interest. It
assesses consumer product interest in terms of an overall interest scale plus
three subscales assessing interest in features and choices, personal image as
affected by a product, and interest in optimizing one's choice with regards to
a product. We report factor structure in a sample of N=225 US consumers and
replication with N=180 US consumers. The results establish reliability of the
overall 12-item scale and subscales in a broad consumer sample (Cronbach's
alpha = 0.89 overall, 0.82-0.88 for subscales). Validity measures in the
validation sample demonstrate convergent and discriminant validity with product
ownership and product involvement measures. We regard PIES as currently being
in beta form (PIES-beta). It is suitable for usage now but will undergo further
revision in 2009. Keywords: evaluation, product interest, product involvement, psychometrics, scale
development | |||
| Ptz control with head tracking for video chat | | BIBAK | Full-Text | 3919-3924 | |
| Kota Yamaguchi; Takashi Komuro; Masatoshi Ishikawa | |||
| This paper describes a user interface for video chat that is capable of
panning, tilting, and zooming (PTZ) operation using head tracking. The approach
is to map a captured 3D position from head tracker to PTZ parameters of a
remote camera so that a user can intuitively change the view just as people
change their sight by moving their head. The preliminary user study gave
encouraging results and clarified the point for further improvement. Keywords: hci, head tracking, panning, ptz control, tilting, vision-based interaction,
wide field of view video chat, zooming | |||
| PuyoSheet and PuyoDots: simple techniques for adding "button-push" feeling to touch panels | | BIBAK | Full-Text | 3925-3930 | |
| Masaaki Fukumoto | |||
| Two simple techniques for touch-panel based portable information devices are
proposed. A soft-gel based transparent film named "PuyoSheet" placed over a
touch panel provides button-push feeling to the fingertips. Another
configuration, soft-gel based small dots, named "PuyoDots", is attached to the
backside of a handheld device provides button-edge and button-push feelings to
the fingertip(s) that hold the device. Preliminary evaluations indicate that
proposed techniques improve "usability" and "preference" without deteriorating
input speed or error rate compared with an ordinary touch panel device. Keywords: haptics, input device, tactile, touch panel | |||
| Rehabilitation of handwriting skills in stroke patients using interactive games: a pilot study | | BIBAK | Full-Text | 3931-3936 | |
| Jennifer Curtis; Loes Ruijs; Maartje de Vries; Robert Winters; Jean-Bernard Martens | |||
| This paper describes an interactive application that aims to support the
rehabilitation of handwriting skills in people that suffer from paralysis after
a stroke. The purpose of the application is to make the rehabilitation of
handwriting skills fun and engaging. Four platform-independent games with
adjustable levels of difficulty were created in order to target varying levels
of skills. The application also features a performance history, audio-visual
feedback, and posture reminders. It was evaluated with medical staff and
patients from the Hoensbroeck Rehabilitation Centre in the Netherlands. The
initial results indicated that the games are more motivating and fun than
traditional pen and paper exercises. The feedback received from therapists
supports our claim that the games are a useful addition to the rehabilitation
of handwriting. Keywords: handwriting, interactive game, stroke rehabilitation, user-centered design | |||
| Rethinking the ESP game | | BIBAK | Full-Text | 3937-3942 | |
| Stephen Robertson; Milan Vojnovic; Ingmar Weber | |||
| The ESP Game was designed to harvest human intelligence to assign labels to
images -- a task which is still difficult for even the most advanced systems in
image processing. However, the ESP Game as it is currently implemented
encourages players to assign "obvious" labels, which can be easily predicted
given previously assigned labels.
We present a language model which can assign probabilities to the next label to be added. This model is then used in a program, which plays the ESP game without looking at the image. Even without any use of the actual image, the program manages to agree with the randomly assigned human partner on a label for 69% of all images, and for 81% of images which have at least one "off-limits" term assigned to them. We discuss how the scoring system and the design of the ESP game can be improved to encourage users to add less predictable labels, thereby improving the quality of the collected information. Keywords: esp game, image labeler, tagging | |||
| Saltate!: a sensor-based system to support dance beginners | | BIBAK | Full-Text | 3943-3948 | |
| Dieter Drobny; Malte Weiss; Jan Borchers | |||
| We present Saltate!, a wireless prototype system to support beginners of
ballroom dancing. Saltate! acquires data from force sensors mounted under the
dancers' feet, detects steps, and compares their timing to the timing of beats
in the music playing. If it detects mistakes, Saltate! emphasizes the beats in
the music acoustically to help the dancing couple stay in sync with the music. Keywords: dancing, motor skill learning, wearable computing, wireless sensor system | |||
| Software ergonomics: relating subjective and objective measures | | BIBAK | Full-Text | 3949-3954 | |
| S. Camille Peres; Vickie Nguyen; Philip T. Kortum; Magdy Akladios; S. Bart Wood; Andrew Muddimer | |||
| The use of computers in the workplace is now commonplace. Correspondingly,
injuries associated with computer use have increased. However, little research
has been done investigating whether these injuries are associated with the
software being used. One reason is the difficulty in measuring muscle strain (a
predictor of muscle related injuries). Here we present preliminary results of
study on the relationship between objective and subjective measures of muscle
strain during computer use. As users completed sets of tasks using MSWord, SEMG
muscle activity was recorded for the muscles associated with using a keyboard
and mouse. After each task set, users completed surveys asking the level of
strain they experienced during the tasks. Correlations between the measures
suggest that subjective measures can provide reliable information regarding the
muscle strain associated with software use. These easily obtained subjective
measurements could assist in producing software interaction designs that are
better for users. Keywords: human-computer interaction, musculoskeletal disorders, self-report of
strain, software ergonomics | |||
| Spectator understanding of error in performance | | BIBAK | Full-Text | 3955-3960 | |
| A. Cavan Fyans; Michael Gurevich; Paul Stapleton | |||
| The development of computer-based devices for music control has created a
need to study how spectators understand new performance technologies and
practices. As a part of a larger project examining how interactions with
technology can be communicated to spectators, we present a model of a
spectator's understanding of error by a performer. This model is broadly
applicable throughout HCI, as interactions with technology are increasingly
public and spectatorship is becoming more common. Keywords: error, music controller, performance, spectator | |||
| Springboard: exploring embodiment, balance and social justice | | BIBAK | Full-Text | 3961-3966 | |
| Alissa N. Antle; Greg Corness; Milena Droumeva | |||
| In this paper we describe the theory and design of a prototype interactive
environment called Springboard. Springboard supports users to explore concepts
in social justice through embodied interaction. We present the foundational
theory of embodied conceptual metaphor, focusing on the twin-pan balance
schema. We describe the application of balance metaphors in the design of the
interaction model for our interactive environment. We conclude with a
discussion of design choices and describe future research based on our
prototype. Keywords: embodied interaction, embodied schema, image schema, interactive
environment, metaphor, social justice | |||
| StoryTags: once upon a time, there was a photo | | BIBAK | Full-Text | 3967-3972 | |
| Nuno Tomás; Tiago Guerreiro; Daniel Gonçalves | |||
| With the growing volume of digital information users must deal with,
management and retrieval tasks have become increasingly problematic. A popular
way to help users organize their information is tagging, as is the case in web
sites such as flickr, delicious or youtube. Unlike traditional
hierarchically-based organization principles, tagging is less strict and easier
to employ. However, it is not without its own problems. Low tag reuse is just
one of several issues that might hinder retrieval of a document or photo at a
later time. We propose that narratives can provide a better way of tagging
photos. Describing a photo by telling a story about it may yield more and
better tags, as information in stories is organized as a structured, coherent
whole. We present a prototype web application, StoryTags, that allows users to
tell stories to tag their photos, and then to use those stories to retrieve
them. Keywords: digital photography, narrative-based interfaces, tagging | |||
| SuChef: an in-kitchen display to assist with "everyday" cooking | | BIBAK | Full-Text | 3973-3978 | |
| Joshua Palay; Mark Newman | |||
| Decisions about what to eat are often made close to mealtime, when hunger
clouds people's ability to think creatively or conscientiously about their meal
choices. As a result, people we studied tended to resort to "everyday meals":
recipes that are tasty, quick, and cheap. These choices often run counter to
cooks' stated values regarding health, variety, ingredient choice, and so
forth, but are chosen for their convenience and familiarity. This lack of
variety seemed to stem from a scarcity of "everyday" recipes compounded by the
fact that usually, at the time they are preparing the meal, cooks are tired,
hungry, and don't want to search for or try less familiar recipes. Based on a
study of current cooking practices, we developed the SuChef prototype: a
low-fidelity probe supporting the in-kitchen display of everyday meal ideas
along with the sharing of recipes among members of social groups. The probe was
deployed for a week among 5 geographically dispersed but socially connected
households and yielded insights into the design space for technology to support
everyday cooking. Keywords: ambient interfaces, everyday cooking, kitchen displays, paper-prototype,
technology probe, ubiquitous computing | |||
| Support for seamless linkage between less-detailed and more-detailed representations for comic design | | BIBAK | Full-Text | 3979-3984 | |
| Junko Ichino; Tomohiro Makita; Shun'ichi Tano; Tomonori Hashiyama | |||
| Through a study of comic design practice, we observed that comic designers
created three components -- character-config, plot, and storyboard -- and used
a trial-and-error approach with iterative progression from less detailed to
more detailed representations during the early stages of design. However,
existing comic design tools do not support these tasks very well. In the light
of these observations, we created a system that helps comic designers in the
early stages of design. Our prototype supports sketching input, allows seamless
movement backward or forward among the different granularities of
representations across the three components, and concurrent use of multiple
related sheets. Keywords: comic (cartoon) design, informal, pen-based computers, sketching,
trial-and-error | |||
| Supporting carers in their caring role through design | | BIBAK | Full-Text | 3985-3990 | |
| Andrea Taylor; Richard Wilson; Stefan Agamanolis | |||
| Carers are people who look after family, partners or friends who could not
manage without them because of frailness, illness or disability. Our
contribution is to show the potential for design to support carers in their
vital caring role, focusing on health information sharing. We describe why it
is important to recognise and consider carers in the design of home health
monitoring technology, and why it is important to help carers maintain their
health and well being. We present design guidelines for home monitoring
technology. These guidelines are distilled from a survey distributed to carers
in a rural part of Scotland on health information sharing. We used these
guidelines to design a new home monitoring system called @Hand. The main
difference with current systems is the focus on facilitating information
sharing between cared-for and carer rather than cared-for and health
professional. Keywords: carer, carers survey, home health monitoring, self care, telehealth | |||
| Supporting family engagement in weight management | | BIBAK | Full-Text | 3991-3996 | |
| Nathalie Colineau; Cécile Paris; Peter Marendy; Dipak Bhandari; Yanfeng Shu | |||
| As obesity is increasing in many countries, helping people manage their
weight has become an important issue. Medical research has shown that the
family context may be important to promote lifestyle changes. Our work aims at
designing a collaborative environment to engage a family in support of an
individual needing to manage his or her weight. This paper presents the first
step in our iterative design process which aimed at collecting information
about the needs of overweight and obese people, and about the type of
environment they would find useful for them and their family. Keywords: family engagement, weight management website | |||
| Supporting intercultural collaboration with dynamic feedback systems: preliminary evidence from a creative design task | | BIBAK | Full-Text | 3997-4002 | |
| E. Ilana Diamant; Brian Y. Lim; Andy Echenique; Gilly Leshed; Susan R. Fussell | |||
| Intercultural collaboration is often hampered by the manner in which teams
communicate, or fail to com-municate, their ideas, concerns, and feelings.
Computer-mediated communication and the virtual nature of collaboration tend to
exacerbate such communication issues into problems of conversation dominance,
misattribution, and group conflict. New communication tools have the potential
to mitigate some of these problems by augmenting individuals' and team's
awareness of their communication inputs and processes. We explore how such
feedback affects the communication content, attention distribution, and
affective states of Chinese and American collaborators engaged in a creative
de-sign task. We describe our tool, present preliminary findings from an
ongoing lab experiment, and discuss next steps in our research regarding ways
of detecting the impact of real-time conversation feedback in inter-cultural
collaboration environments. Keywords: computer-mediated communication, cross-cultural communication, distributed
work, feedback mechanisms | |||
| Tailoring websites to increase contributions to online communities | | BIBAK | Full-Text | 4003-4008 | |
| Min Kyung Lee; Tawanna Dillahunt; Bryan Pendleton; Robert Kraut; Sara Kiesler | |||
| Many online communities experience insufficient contributions from their
members. In order to encourage contributions to the community, we examined a
website tailoring approach to fit a community's website interface with the
motivations of the community. In particular, we used the characteristics of
other websites as a method of gauging user motivation. We built two different
websites with financial and altruistic themes, and conducted an online
experiment with 122 users to test the impact of both segmenting and tailoring
on contributions to a recycling community. Preliminary results show that both
tailoring and segmenting techniques were effective with altruistic users. Keywords: online communities, website design, user modeling | |||
| The creativity support index | | BIBAK | Full-Text | 4009-4014 | |
| Erin A. Carroll; Celine Latulipe | |||
| We present a draft survey tool called the Creativity Support Index (CSI).
The CSI is similar to the NASA Task Load Index Survey but is designed
specifically for evaluating creativity support tools, based on concepts and
theories from creativity research. Keywords: creativity, creativity evaluation, engagement, expressiveness, flow, play,
standardized surveys | |||
| The design of ViVA: a mixed-initiative visual vocabulary for aphasia | | BIBAK | Full-Text | 4015-4020 | |
| Sonya Nikolova; Jordan Boyd-Graber; Perry R. Cook | |||
| In this paper, we present the design of ViVA, a visual vocabulary for
aphasia. Aphasia is an acquired language disorder that causes variability of
impairments affecting individual's ability to speak, comprehend, read and
write. Existing communication aids lack flexibility and adequate customization
functionality failing to address this variability and to satisfy individual
user needs. We tackle these shortcomings by incorporating adaptive and
adaptable capabilities in ViVA which is designed to assist communication for
users suffering from aphasia. The visual vocabulary for aphasia implements a
novel approach that organizes the words in the vocabulary according to user
preferences, word usage and certain semantic measures, thus continuously
tailoring the tool to the user's profile. Keywords: adaptive and adaptable interfaces, assistive communication tools,
multi-modal interfaces | |||
| The effect of affective iconic realism on anonymous interactants' self-disclosure | | BIBAK | Full-Text | 4021-4026 | |
| Sin-Hwa Kang; Jonathan Gratch; James H. Watt | |||
| In this paper, we describe progress in research designed to explore the
effect of the combination of avatars' visual fidelity and users' anticipated
future interaction on self-disclosure in emotionally engaged and synchronous
communication. We particularly aim at exploring ways to allow users'
self-disclosure while securing their anonymity, even with minimal cues of a
virtual human, when users anticipate future interaction. The research
investigates users' self-disclosure through measuring their behaviors and
feelings of social presence in several dimensions. Design and implementation of
the stimulus materials and equipments are complete and data collection has
begun. Keywords: affective behavior, anonymity, anticipated future interaction, avatar
realism, contingency, embodied virtual agents, evaluation, nonverbal feedback,
rapport, self-disclosure, social presence, virtual humans | |||
| Thinking with hands: an embodied approach to the analysis of children's interaction with computational objects | | BIBAK | Full-Text | 4027-4032 | |
| Alissa N. Antle; Milena Droumeva; Daniel Ha | |||
| We present the theory and mixed methods approach for analyzing how
children's hands can help them think during interaction with computational
objects. The approach was developed for a study investigating the benefits of
different input methods for object manipulation activities in digitally
supported problem solving. We propose a classification scheme based on the
notions of complementary and epistemic actions in spatial problem solving. In
order to overcome inequities in number of access points when comparing
different input methods, we develop a series of relative measures based on our
classification scheme. Keywords: children, complementary actions, epistemic actions, input methods, physical
interaction, video analysis | |||
| Toward an experimental methodology for studying persuasion-based online security | | BIBAK | Full-Text | 4033-4038 | |
| Michael Nowak; Shailendra Rao; Clifford Nass; Joel Lewenstein; Andrew Meyer; Jessica Richman | |||
| In this paper we highlight a controlled experimental design in development
to investigate how the intersection of a brand's familiarity and persuasive
appeal impact user willingness to engage in increased web security procedures.
We offer the results of a 2 (Source: familiar vs. unfamiliar brand) x 2
(Persuasive Strategy: benefit to user vs. benefit to site) web experiment
(N=48) using this approach to demonstrate its viability and generate ideas for
future directions. Lessons learned and opportunities to improve this
experimental methodology to further psychological research in the web security
domain are discussed. Keywords: experimental web methodology, online security, persuasive technology, web
brands | |||
| Towards new metrics for multitasking behavior | | BIBAK | Full-Text | 4039-4044 | |
| Raquel Benbunan-Fich; Rachel F. Adler; Tamilla Mavlanova | |||
| In this paper we propose new metrics to investigate computer-based
multitasking behavior. These metrics range from a very lean dichotomous
variable to a very rich measure based on switches that combines user, task and
technology considerations. We demonstrate how to calculate these measures with
an exploratory study based on self-reported user logs. The development of new
metrics to research multitasking behavior lays the foundation to incorporate
this variable in future studies of human-computer interaction. Keywords: it usage, multitasking, task switching, user behavior | |||
| Tracking behavior in persuasive apps: is sensor-based detection always better than user self-reporting? | | BIBAK | Full-Text | 4045-4050 | |
| Miyuki Shiraishi; Yasuyuki Washio; Chihiro Takayama; Vili Lehdonvirta; Hiroaki Kimura; Tatsuo Nakajima | |||
| This paper aims to discuss the roles for the two types of tracking user
behavior. Considering these two types of tracking, sensor based recognition has
a great advantage when sensing human activity, but it is not always adequate
when tracking in the real world. In this paper, we compare the benefits and
drawbacks of sensor-based tracking versus self-reported data in persuasive
applications called EcoIsland. Keywords: automatic sensing, persuasive technology, self-reporting | |||
| Uncertainty visualization: why might it fail? | | BIBAK | Full-Text | 4051-4056 | |
| Nadia Boukhelifa; David John Duke | |||
| There is a gulf between the rhetoric in visualization about the importance
of uncertainty, and the practice of visualization in which uncertainty is
rarely seen other than as a laboratory exercise. We reflect on why something
viewed as fundamental in science and engineering is rarely if ever adopted in
visualization practice. Our analysis is informed both by research progress and
by our own experience in an ongoing industrial case study on modelling and
mapping underground assets, where it would appear that uncertainty plays a
major role. In this case study, we try to identify promoting and limiting
factors. We conclude that the value of uncertainty visualization is severely
limited by the quality and scope of uncertainty data, by the limited confidence
in the data itself, and by the perceptual and cognitive confusion that the
depiction of this data can generate. We hope to broaden the discussion on the
utility of uncertainty in visualization from the purely technical and
perceptual issues to social and organizational factors. Keywords: maps, plans, uncertainty, visualization | |||
| Understanding consumer perception of technological product failures: an attributional approach | | BIBAK | Full-Text | 4057-4062 | |
| Jeroen Keijzers; Elke den Ouden; Yuan Lu | |||
| Besides the widely promoted advantages the influx of new technology is
bringing to consumers, the disadvantages due to increasing cognitive complexity
of such technological advanced products have also been recognized. Among other
things, an increasing number of unknown field complaints is one of the
evidences. Since consumers often perceive a product's (mal)functioning
differently than designers do, we propose an attributional approach to evaluate
potential product failures. In this paper, we present the results of an
exploratory empirical study to evaluate the attribution of picture quality
failures in LCD televisions for a diverse group of consumers. This approach is
aimed to provide designers better insight into how consumers perceive
(potential) product failures, in order to support critical design decisions in
the product development process. Keywords: consumer electronics, failure attribution, product design, user-perceived
failure | |||
| Usability, playability, and long-term engagement in computer games | | BIBAK | Full-Text | 4063-4068 | |
| Alessandro Febretti; Franca Garzotto | |||
| Does usability affect long term user engagement in computer games, or are
other factors more influential? This paper explores this issue, discussing an
evaluation study that measured the relevance of usability versus playability
factors for long-term user engagement in eight commercial games. Keywords: correlation, design, engagement, heuristic evaluation, interactive game,
playability, usability, user testing | |||
| User experience evaluation in the wild | | BIBAK | Full-Text | 4069-4074 | |
| Francis Jambon; Brigitte Meillon | |||
| This article details experience feedback resulting from a user experience
study in the wild (i.e. in-situ). The system under test was a mobile device for
skiers, which aimed at improving their users' experience. The skiers were
equipped with a mini-camera, an accelerometer and a geo-localization system.
Thanks to a smartphone, they could replay, on trails, theirs best performances
(video, maximum speed, ...). The article focuses both on the methodological and
the technological issues encountered during these experimentations, and
proposes recommendations. Keywords: in-situ evaluation, mobile devices, user experience, user tests | |||
| Using language tests and emotional expressions to determine the learnability of artificial languages | | BIBAK | Full-Text | 4075-4080 | |
| Omar Mubin; Suleman Shahid; Christoph Bartneck; Emiel Krahmer; Marc Swerts; Loe Feijs | |||
| The study described hereunder lies within the context of a larger project
focusing on the design and implementation of a "Robotic Interaction Language".
The research goal of this project is to find the right balance between the
effort necessary from the user to learn a new or artificial language and the
resulting benefit of robust communication between a robot and the user as a
direct consequence of optimized speech recognition. To measure the first
criteria we have explored two methods to evaluate language learnability, namely
Language Tests and analyzing expressed emotions during interaction in an
artificial language. Our results indicate that both have potential in being
used as measurement tools for evaluating the learnability of artificial
languages. Keywords: artificial languages, emotions, human robot interaction, language
learnability, speech interaction | |||
| Using temporal patterns (t-patterns) to derive stress factors of routine tasks | | BIBAK | Full-Text | 4081-4086 | |
| Oliver Brdiczka; Norman Makoto Su; Bo Begole | |||
| We describe the use of a statistical technique called T-pattern analysis to
derive and characterize the routineness of tasks. T-patterns provide
significant advantages over traditional sequence analyses by incorporating
time. A T-pattern is characterized by a significant time window (critical
interval) that describes the duration of this pattern. Our analysis is based on
data collected from shadowing 10 knowledge workers over a total of 29 entire
work days. We report on the statistics of detected T-patterns and derived
correlations with participant perceptions of workload, autonomy, and
productivity. Keywords: routine tasks, stress factors, t-patterns, temporal patterns | |||
| Utilizing pathfinder in the design of an intranet website | | BIBAK | Full-Text | 4087-4092 | |
| Susan M. Stevens; Courtney C. Dornburg | |||
| Usability analyses of the Homepage Categories and Sub-categories at Sandia
National Laboratories were undertaken to identify potential improvement
opportunities to the current architecture. Through traditional card sorting
methods, as well as a novel implementation of Pathfinder analysis, a novel
re-structuring and minimal nomenclature changes are suggested for future user
testing. Additionally, the study finds Pathfinder analysis a useful addition to
traditional usability methods and suggests related methodological research
opportunities. Keywords: card sorting, human factors, semantic networks, web design/layout | |||
| Visualizing student activity in a wiki-mediated co-blogging exercise | | BIBAK | Full-Text | 4093-4098 | |
| Johann Ari Larusson; Richard Alterman | |||
| Students benefit from jointly reasoning, explaining or "arguing" about the
course material. There are significant advantages for moving the discussion
online e.g. where students co-blog vis-à-vis a wiki. For the teacher,
keeping track of who is participating and the degree to which they participate
is not straightforward. This paper presents visualization mechanisms we are
developing that address these issues. Keywords: co-blogging, computer-supported collaborative learning, visualization, wiki | |||
| Waterhouse: enabling secure e-mail with social networking | | BIBAK | Full-Text | 4099-4104 | |
| Alex P. Lambert; Stephen M. Bezek; Karrie G. Karahalios | |||
| We present Waterhouse, a system for sending and receiving cryptographically
protected electronic mail ("secure e-mail"). We show how an existing e-mail
interface can be modified to make exchanging secure e-mail nearly effortless.
Our system integrates with social networking services (such as Facebook) to
automatically exchange cryptographic keys between friends. When a user sends a
message to a friend, our system automatically encrypts the contents to thwart
eavesdroppers. When a user receives a message from a friend, Waterhouse uses
the recipient's social network to verify the sender's identity. Our prototype
shows senders' photos as an intuitive indicator of message authenticity. We
describe our planned user study and conclude with directions for future work. Keywords: cryptography, privacy, security, social computing | |||
| Why we cannot work without paper even in a computerized work environment | | BIBAK | Full-Text | 4105-4110 | |
| JinHa Seong; Woohun Lee; Youn-kyung Lim | |||
| As work environment becomes more computerized, it has been long expected
that the computer will substitute for paper. However, in fact, this expectation
has strayed. Paper is still around in the work environment; moreover, computers
and papers are used in conjunction with each other. In this study, we suggest
the term "human-computer-paper interaction" considering these phenomena. Using
contextual inquiry and lab-based user study, we explored the switchover in
human-computer-paper interaction and determined what incites this interaction.
Through this study, we attempted to provide considerable insights into the HCI
design area. Keywords: computerized work environment, human-computer-paper interaction | |||
| WUW -- Wear Ur World: a wearable gestural interface | | BIBAK | Full-Text | Web Page | 4111-4116 | |
| Pranav Mistry; Pattie Maes; Liyan Chang | |||
| Information is traditionally confined to paper or digitally to a screen. In
this paper, we introduce WUW, a wearable gestural interface, which attempts to
bring information out into the tangible world. By using a tiny projector and a
camera mounted on a hat or coupled in a pendant like wearable device, WUW sees
what the user sees and visually augments surfaces or physical objects the user
is interacting with. WUW projects information onto surfaces, walls, and
physical objects around us, and lets the user interact with the projected
information through natural hand gestures, arm movements or interaction with
the object itself. Keywords: augmented reality, gestural interaction, object augmentation, tangible
computing, wearable interface; SixthSense sixth sense | |||
| XPLML: a HCI pattern formalizing and unifying approach | | BIBAK | Full-Text | 4117-4122 | |
| Christian Kruschitz | |||
| In this paper we describe an approach to formalize and unify
Human-Computer-Interaction (HCI) design patterns. The goal is to help pattern
authors, users, and software engineers to work more efficiently with design
patterns. To this end, we have investigated seven building blocks for setting
up a unified form of HCI design patterns. They will serve as the necessary
requirements for successful integration into the Semantic Web, pattern
management tools, and the HCI community. Keywords: design patterns, formalization, human computer interaction, pattern
language, semantics, standardization | |||
| A comparative study of interaction metaphors for large-scale displays | | BIBAK | Full-Text | 4135-4140 | |
| Ricardo Jota; João M. Pereira; Joaquim A. Jorge | |||
| Large-scale displays require new interaction techniques because of their
physical size. There are technologies that tackle the problem of interaction
with such devices by providing natural interaction to larger surfaces. We
argue, however, that large-scale displays offer physical freedom that is not
yet being applied to interaction. To better understand how distance affects
user interaction, we present a comparative study of interaction metaphors for
large-scale displays. We present three metaphors: Grab, Point and Mouse. The
metaphors were included in our tests as we felt that each would be more suited
to a specific distance: this is the focus of our tests. We then asked the users
to solve a puzzle using those metaphors from different distances. We discovered
that the point metaphor achieves better results on all tests. However, there is
evidence that grab and mouse remain valid for specific tasks. Keywords: distance-aware interaction, grab, large-scale display interaction, point,
vertical mouse | |||
| A design evaluation of a user interface for tending long-term tasks | | BIBAK | Full-Text | 4141-4146 | |
| Robert Farrell; Hina Shah; Thomas Erickson; Wendy A. Kellogg | |||
| Organizational processes often take place over long periods of time and
require intermittent attention. Remembering and reasoning about upcoming
process tasks is important, but not adequately supported by existing tools.
This paper describes Longitude, a tool that provides a compact timeline of
tasks and deadlines. We discuss findings from an exploratory study of the
system and propose new requirements for tools that help people participate in
long-running group processes requiring intermittent and sporadic attention. Keywords: organizations, processes, task management, to-do lists | |||
| A material focus: exploring properties of computational composites | | BIBAK | Full-Text | 4147-4152 | |
| Anna Vallgårda; Tomas Sokoler | |||
| In this paper we build on the notion of computational composites, which hold
a material perspective on computational technology. We argue that a focus on
the material aspects of the technology could be a fruitful approach to achieve
new expressions and to gain a new view on the technology's role in design. We
study two of the computer's material properties: computed causality and
connectability and through developing two computational composites that utilize
these properties we begin to explore their potential expressions. Keywords: computational composites, computed causality, connectability, expressions,
heat, materials | |||
| A tool to study affective touch | | BIBAK | Full-Text | 4153-4158 | |
| Steve Yohanan; Karon E. MacLean | |||
| Touch is an important part of many forms of emotional communication, but has
been studied far less than visual and auditory expressions of affect. We are
developing the Haptic Creature to investigate fundamentals of affective touch,
and its applications in companionship and anxiety management. This small robot
senses the world solely by being touched, and communicates its internal state
via vibrotactile purring, stiffening its ears, and modulating its breathing.
This paper outlines the motivation for its creation and design, and overviews
the current version of its architecture and mechatronics. Keywords: affective touch, haptic interface, human-animal interaction, human-robot
interaction, social touch | |||
| ActiveShare: sharing challenges to increase physical activities | | BIBAK | Full-Text | 4159-4164 | |
| Andre T. S. Fialho; Herjan van den Heuvel; Qonita Shahab; Qing Liu; Li Li; Privender Saini; Joyca Lacroix; Panos Markopoulos | |||
| This paper discusses the use of social goal setting as a strategy to achieve
persuasion through technology. This approach was applied in the design of
ActiveShare a system developed to motivate people with sedentary lifestyles to
increase their physical activity. In this system, users obtain and share their
goals through challenges, which are posted on a social networking website. The
paper describes the iterative design process followed, including concept tests,
a focus group, and a field test with a fully functional prototype. Preliminary
results are promising, although we found no significant increase on physical
activity during the one week test. Suggested improvements to the design and
plans for a follow up study are outlined. Keywords: captology, goal setting, persuasive technology, physical activity, sedentary
lifestyle. | |||
| ADAPT: audience design of ambient persuasive technology | | BIBAK | Full-Text | 4165-4170 | |
| Timothy M. Miller; Patrick Rich; Janet Davis | |||
| We discuss our experiences with applying participatory design methods to the
development of a persuasive ambient display. By combining these two approaches,
we hoped to engage community members in reducing environmental waste on our
college campus. We describe our design process and rationale, the resulting
design, lessons learned, and future research directions. Keywords: ambient display, environmental sustainability, participatory design,
persuasive computing | |||
| Adaptive pointing: implicit gain adaptation for absolute pointing devices | | BIBAK | Full-Text | 4171-4176 | |
| Werner A. König; Jens Gerken; Stefan Dierdorf; Harald Reiterer | |||
| We present Adaptive Pointing, a novel approach to addressing the common
problem of accuracy when using absolute pointing devices for distant
interaction. The intention behind this approach is to improve pointing
performance for absolute input devices by implicitly adapting the
Control-Display gain to the current user's needs without violating users'
mental model of absolute-device operation. First evaluation results show that
Adaptive Pointing leads to a significant improvement compared with absolute
pointing in terms of movement time (19%), error rate (63%), and user
satisfaction. Keywords: adaptive pointing, bubble test, control-display gain, distant interaction,
hand tremor, laser-pointer, pointing precision | |||
| AdWiL: adaptive windows layout manager | | BIBAK | Full-Text | 4177-4182 | |
| Mona Haraty; Syavash Nobarany; Steve DiPaola; Brian Fisher | |||
| This paper addresses a challenge for the design of visual analytics
software, managing placement of multiple windows while accomplishing a
cognitively challenging analysis task. We are designing an adaptive windows
layout manager that will support the user's creativity by facilitating
concentration on the task at hand. Keywords: creativity, flow, layout, visual analytics, windows management | |||
| Aesthetics matter: leveraging design heuristics to synthesize visually satisfying handheld interfaces | | BIBAK | Full-Text | 4183-4188 | |
| Yeonsoo Yang; Scott R. Klemmer | |||
| We present a tool for automatically generating UI layouts for handheld
devices based on design principles. This tool introduces a gestalt approach to
visual interface design rather, complementing prior work on user cost
minimization. We aim to increase user satisfaction using this approach. The
tool automatically generates size and position of widgets drawn from the UI
design heuristics of simplicity, structuring, and proportion. Simplicity refers
to excluding non-core functionality; structuring to contextual grouping, and
proportion to best-practice geometric ratios of width, height, and spacing.
Layouts are generated from device constraints and simple XML containing UI
component hierarchy. These layouts can be directly manipulated using a GUI
editor. Keywords: GUI layout, automatic interface generation, design tool | |||
| An evaluation of one-handed techniques for multiple-target selection | | BIBAK | Full-Text | 4189-4194 | |
| Tyler J. Gunn; Hong Zhang; Ed Mak; Pourang Irani | |||
| Recent research has revealed that a large population of mobile users usually
use one hand when interacting with mobile devices. However, very few techniques
have been developed to support multiple-target selection. In this paper, we
introduce Burst and ZoomTap, two techniques that aim to facilitate accurate and
fast multiple-target acquisition with one-handed thumb operation on touch-based
mobile devices. We compare our two techniques to Shift in a controlled
experiment. The results show that for multiple-target selection, Burst and
ZoomTap can outperform Shift; also according to the questionnaire, participants
prefer Burst and ZoomTap to Shift. Keywords: input technique, mobile devices, multiple target selection, one-handed
interaction, touchscreens | |||
| Analytics for the internet of things | | BIBAK | Full-Text | 4195-4200 | |
| Mathias Funk; Piet van der Putten; Henk Corporaal | |||
| This paper presents ongoing work on an approach to remotely observe the
usage of connected products, analyze collected data and dynamically refine the
observation mechanisms for better data. This allows for iteratively working
towards the most elaborate, meaningful, and relevant representation of usage
behavior in the form of structured and semantically annotated data traces. We
show an implementation of the approach in the D'PUIS framework. Keywords: evaluation, internet of things, remote observation, user experience | |||
| Analyzing collaborative learning activities in wikis using social network analysis | | BIBAK | Full-Text | 4201-4206 | |
| Saskia Janina Kepp; Heidemarie Schorr | |||
| This paper investigates the potential of existing methods for analyzing
collaboration in wiki environments. After a short description of the motivation
for this research paper a presentation of analysis methods in CSCL will be
given, including a special focus on Social Network Analysis. The next section
points out the main characteristics of wikis and their differences compared to
other CSCL tools. In the following step, the methods for collaboration analysis
are transferred to wiki contexts. The paper concludes with open issues and an
outlook on future research on this topic area. Keywords: CSCL, collaboration analysis, social network analysis, wikis | |||
| Are people drawn to faces on webpages? | | BIBAK | Full-Text | 4207-4212 | |
| Tom Tullis; Marisa Siegel; Emily Sun | |||
| Three studies were conducted to investigate the effects of faces on
webpages. In Study I, eye-tracking data showed that users were clearly drawn to
faces when asked to look at pages and report what they remember. In Study II,
the presence of a face next to a message on a webpage caused users to have a
harder time finding that message. In Study III, photos of the authors of
opinion articles caused users to be less likely to find the article and to give
the page worse ratings. Keywords: faces, people, photos, pictures, web | |||
| Asynchronous gameplay in pervasive multiplayer mobile games | | BIBAK | Full-Text | 4213-4218 | |
| Hannamari Saarenpää; Hannu Korhonen; Janne Paavilainen | |||
| One of the interesting features in pervasive multiplayer games is that
gaming can be blended into other daily activities. However, the players'
current context creates challenges for this parallel activity and therefore,
the game design should enable the players to participate in the game whenever
it is suitable for them. In this paper, we present initial results from a study
which explored one game design solution for this challenge, namely asynchronous
gameplay. We wanted to find out how asynchronous gameplay was used and what the
players' attitudes were towards this new playing style. The results indicate
that the players received asynchronous gameplay positively and that
asynchronous gameplay does not diminish the player's opportunities for winning
the game. Keywords: asynchronous, gameplay, pervasive mobile game | |||
| At your service: using butlers as a model to overcome the mobile attention deficit | | BIBAK | Full-Text | 4219-4224 | |
| Timothy Sohn; Rafael Ballagas; Leila Takayama | |||
| Advances in mobile phones and cellular network capabilities have enabled
many opportunities for information access on the move. These capabilities
provide instant access for the mobile user, but have exacerbated the problem of
interaction in a mobile context. Mobile users are often engaged in another task
that makes it difficult for them to filter and interact with their mobile
device at the same time. Mobile multitasking creates an attention deficit for
the user. This paper proposes using butlers as a model to overcome this problem
by offloading the burden of interaction from the user to the device. We
describe how a suite of butlers can opportunistically and proactively offer
information to the user in the moment, allowing mobile users to stay focused on
their task at hand. Keywords: attention, butlers, mobile agents | |||
| Auditory priming for upcoming events | | BIBAK | Full-Text | 4225-4230 | |
| Timothy Sohn; Leila Takayama; Dean Eckles; Rafael Ballagas | |||
| Psychologically preparing for upcoming events can be a difficult task,
particularly when switching social contexts, e.g., from office work to a family
event. To help with such transitions, the audio priming system uses
pre-recorded audio messages to psychologically prepare a person for an upcoming
event. In this system, audio priming is being used to prepare a person's state
of mind to improve one's sociability in the upcoming social context. Keywords: auditory priming, auditory user interfaces, context-aware, event priming,
mobile, preparation | |||
| Authority vs. peer: how interface cues influence users | | BIBAK | Full-Text | 4231-4236 | |
| S. Shyam Sundar; Qian Xu; Anne Oeldorf-Hirsch | |||
| From the most e-mailed stories of the day to the most favorite stocks of the
week, Web interfaces are rife with cues conveying other users' ratings and
reviews of products and services. Do these peer opinions indeed affect our
decisions? And if so, are they as strong in their impact as cues conveying
authority/expertise (i.e., high source credibility)? We explored these
questions through an experiment (N = 243) guided by the heuristic-systematic
model in social psychology. Bandwagon/peer cues are generally more persuasive,
but when they are inconsistent, the authority cue influences decisions. In
general, task involvement promotes systematic processing of these cues.
Interestingly, we found no difference in perceived authority between CNET
Editor's Choice seal and a seal from a fictitious "authority" (Zig!), among
other indications of heuristic processing. We discuss design implications for
user interfaces in general and recommendation agents in particular. Keywords: psychology, user interfaces, web design | |||
| Automatic retargeting of web page content | | BIBAK | Full-Text | 4237-4242 | |
| Ranjitha Kumar; Juho Kim; Scott R. Klemmer | |||
| We present a novel technique for automatically retargeting content from one
web page onto the layout of another. Web pages are decomposed into their
perceptual hierarchical representations. We then use a structured-prediction
algorithm to learn reasonable mappings between the perceptual trees. Using the
mappings, we are able to merge the content of one page with the layout of
another. Keywords: automatically generated alternatives, web design | |||
| Beyond the Dyad: understanding sharing in instant messaging | | BIBAK | Full-Text | 4243-4248 | |
| Mirko Fetter; Tom Gross | |||
| Instant messaging allows users to exchange presence and availability
information, and to have spontaneous online conversations. We report on a study
of account sharing in IM, and present distinct types of sharing as well as
practices of sharing. Keywords: computer-mediated communication, computer-supported cooperative work,
instant messaging, sharing | |||
| Body-based interaction for desktop games | | BIBAK | Full-Text | 4249-4254 | |
| Mara G. Silva; Doug A. Bowman | |||
| Interaction for desktop games is mostly limited to keyboard and mouse input.
We are investigating the benefits of adding body-based interaction to
complement keyboard and mouse interaction in desktop gaming. We present a
proof-of-concept implementation of body-based navigation for the game World of
Warcraft, and a formative evaluation to test the feasibility of this kind of
interaction. Our observations provide evidence that body-based interaction in
addition to keyboard and mouse can help players perform more tasks at the same
time and can be especially attractive and helpful to new players. Our study
also revealed design consideration for this type of interaction. Keywords: body-based interaction, desktop games, games, navigation, world of warcraft | |||
| Brainy hand: an ear-worn hand gesture interaction device | | BIBAK | Full-Text | 4255-4260 | |
| Emi Tamaki; Takashi Miyaki; Jun Rekimoto | |||
| Existing wearable hand gesture interaction devices are very bulky and cannot
be worn in everyday life, because of the presence of a large visual feedback
device. In particular, an eyeglass-type head-mounted display is very large for
constant usage. To solve this problem, we propose Brainy Hand, which is a
simple wearable device that adopts laser line, or more specifically, a
mini-projector as a visual feedback device. Brainy Hand consists of a color
camera, an earphone, and a laser line or mini-projector. This device uses a
camera to detect 3D hand gestures. The earphone is used for receiving audio
feedback. In this study, we introduce several user interfaces using Brainy
Hand. (e.g., music player, phone). Keywords: audio feedback, hand gesture, input device, interaction device, laser,
projector, wearable | |||
| Breaking down brick walls: design, construction, and prototype fabrication knowledge in architecture | | BIBAK | Full-Text | 4261-4266 | |
| Rachelle Villalon; Henry Lieberman; Larry Sass | |||
| Architectural designs are not just collections of 3D objects. Architects
have both high-level aesthetic design intent, and intent for the functionality
of the building; these must eventually translate into real-world construction
materials and processes. Physical prototypes are still essential for the
architect and their clients to get a feel for whether designs "work". An
exciting recent development in architecture is the use of industrial robots to
automatically construct 3D prototype architectural models. But programming the
robots requires tedious procedures of low-level commands, far removed from the
designer's intent.
Adeon is a system that integrates high-level architectural design knowledge, including aesthetic and stylistic intent, with knowledge about materials and construction processes, and robot programming code for constructing prototype 3D physical models. It centers around collecting and associating "common sense" knowledge, expressed in English and converted to a knowledge representation about the various levels. It provides a graphic editor that allows architects to draw high-level aesthetic designs, perhaps referencing known styles or historical examples, and retrieving relevant construction, materials, and cost information. It automatically produces a robot program for constructing the prototype. We present examples detailing the design of various styles of brick walls. Adeon is an interesting example of how to provide an interface for creative work that spans both high-level and low-level concerns. Keywords: architectural design tools and methodology, architecture and design,
commonsense reasoning, digital fabrication, goal oriented interfaces, robotics | |||
| 'Broken Expectations' from a global business perspective | | BIBAK | Full-Text | 4267-4272 | |
| Aylin Koca; Evangelos Karapanos; Aarnout Brombacher | |||
| Especially in the past few years, there has been an increase in the
rejection rate of interactive consumer electronics products in the field, not
due to broken hardware or software, but due to 'broken expectations' of users.
However, operational methods to capture triggering contextual reasons are not
functional in the industry. In addressing this gap, we propose systematic
analysis of qualitative user feedback data resources from the field by
utilizing our Disconfirmed Expectations Ontology (DEO). DEO provides for an
efficient means to elicit relevant -but currently unrecognizable- feedback from
the field to communicate that to the respective units in a product development
process. We further demonstrate the utilization of DEO on a rich qualitative
data set regarding the Apple iPhone". Keywords: business value of usability, soft reliability | |||
| Building support for multi-session tasks | | BIBAK | Full-Text | 4273-4278 | |
| Bonnie MacKay; Carolyn Watters | |||
| In two previous studies, we explored how users perform multi-session web
tasks using the currently available tools. We also proposed three guidelines to
help developers design browser support for these types of tasks. In this paper,
we describe three prototypes that we designed using these guidelines and
present the results of a preliminary evaluation. Keywords: field study, guidelines, multi-session tasks, prototypes, web tasks | |||
| Cell phone software aiding name recall | | BIBAK | Full-Text | 4279-4284 | |
| Kent Fenwick; Michael Massimi; Ronald Baecker; Sandra Black; Kevin Tonon; Cosmin Munteanu; Elizabeth Rochon; David Ryan | |||
| Senior citizens often find it difficult to remember names. This paper
describes a novel cell phone application that uses information about one's
social network and the places one frequents to suggest the names of individuals
one might plausibly encounter in a particular place. We anticipate that this
"names prosthesis" will help senior citizens to improve socialization,
functional memory and levels of autonomy. We motivate the need for this
application space before describing our design process, first implementations,
and early testing and iterative improvement of both the concept and the
implementation. Keywords: elderly, handheld devices and mobile computing, user-centered design /
human-centered design | |||
| Cheese cam: unconscious interaction between humans and a digital camera | | BIBAK | Full-Text | 4285-4290 | |
| Boram Lee; Woohun Lee | |||
| In everyday life, humans interact with many products. In many of these
interactions, a person performs an action with, toward, or in the vicinity of a
product and then the product reacts to that action. In this paper, however, the
opposite interaction pattern, where a product performs an action to induce a
user reaction, is presented by a new camera, 'Cheese Cam', concept. Cheese Cam
is a camera that can induce unconscious facial reactions in a photography
subject, based on mirror neuron theory and facial mimicry theories. A small
facial expression icon displayed on Cheese Cam's screen induces unconscious
facial reactions in the subject. Experiments were conducted to investigate the
effects of Cheese Cam on the facial reactions of subjects, and the results are
discussed in this paper. Through this study, we explored possibilities of
unconscious interaction. Keywords: facial expression mimicry, interaction technique, mirror neuron theory,
unconscious interaction | |||
| City browser: developing a conversational automotive HMI | | BIBAK | Full-Text | 4291-4296 | |
| Alexander Gruenstein; Jarrod Orszulak; Sean Liu; Shannon Roberts; Jeff Zabel; Bryan Reimer; Bruce Mehler; Stephanie Seneff; James Glass; Joseph Coughlin | |||
| This paper introduces City Browser, a prototype multimodal, conversational,
spoken language interface for automotive navigational aid and information
access. A study designed to evaluate the impact of age and gender on device
interaction errors, perceptions and experiences with the system along with
physiological indices of workload is outlined. Preliminary results, plans for
further analysis and a larger scale user evaluation are presented. Keywords: multimodal interfaces, speech I/O, usability testing and evaluation, user
interface design | |||
| Collaborative editing of micro-tags | | BIBAK | Full-Text | 4297-4302 | |
| Mercan Topkara; Bernice Rogowitz; Steve Wood; Jeff Boston | |||
| This paper introduces the InSight system, which was designed to explore two
new concepts in social tagging. In this system, we introduce the concept of
community-editable tags, a methodology that allows a community of users to
edit, modify and delete tags of each other. The goal is to improve the quality
of tags, and to reduce the proliferation of incorrect or incomplete tags often
found in social networking systems. We also explore the concept of
"micro-tagging," which has begun to appear in web-based applications. In
"micro-tagging," the user attaches a tag to a subset of large media, such as a
segment in a video or a region of an image. InSight allows users to create and
edit video micro-tags. Users can mark specific time intervals within a video,
and specific spatial locations within video frames, and these tags can be
edited by subsequent users. We also present an empirical study which
demonstrates an improvement in factual tag quality when the community of users
is allowed to edit and delete each others' tags. These results provide a first
step in demonstrating how refining tags would make them more valuable for
search. Keywords: IBM-insight, collaboration, community editing, micro-tagging, social
tagging, user study, video sharing | |||
| Coralog: use-aware visualization connecting human micro-activities to environmental change | | BIBAK | Full-Text | 4303-4308 | |
| Tanyoung Kim; Hwajung Hong; Brian Magerko | |||
| This paper describes the goal, design approach and specification, and
preliminary use test of a use-aware ambient media called Coralog. Coralog is a
widget that detects the duration of a user's computer idle time (i.e. leaving
the computer on without active usage) and communicates the energy consumption
behavior through the visualization of the health of coral reefs. By
occasionally consulting the non-intrusive widget, users can immediately
acknowledge the impact of their computing behavior on ecosystems. Therefore,
the goal of this application is to make the public become aware of the
connection between their everyday activities and global climate change, which
will educate them about the formerly unseen effects that their actions may have
and potentially lead to a sustainable living. Keywords: ambient media, awareness, conservation behavior, eco-visualization,
persuasion, sustainability | |||
| Cost-effective wearable sensor to detect EMF | | BIBAK | Full-Text | 4309-4314 | |
| Cati Vaucelle; Hiroshi Ishii; Joseph A. Paradiso | |||
| In this paper we present the design of a cost-effective wearable sensor to
detect and indicate the strength and other characteristics of the electric
field emanating from a laptop display. Our Electromagnetic Field Detector
Bracelet can provide an immediate awareness of electric fields radiated from an
object used frequently. Our technology thus supports awareness of ambient
background emanation beyond human perception. We discuss how detection of such
radiation might help to "fingerprint" devices and aid in applications that
require determination of indoor location. Keywords: ambient signals, capacitive sensor, sensing technology, wearable | |||
| Design models for interactive problem-solving: context & ontology, representation & routines | | BIBAK | Full-Text | 4315-4320 | |
| Keith A. Butler; Jiajie Zhang | |||
| We describe and illustrate a new framework for the design of interactive
problem-solving based on recent research on the psychology of distributed
cognition. Keywords: analysis methods, design methods, information architecture, interactive
problem-solving, representation effect, top-level routine, work ontology,
work-centered design | |||
| Designing for discovery: opening the hood for open-source end user tinkering | | BIBAK | Full-Text | 4321-4326 | |
| Gifford Cheung; Parmit Chilana; Shaun Kane; Braden Pellett | |||
| According to the Free Software Movement, the user ought to have "the
freedoms to make changes, and to publish improved versions" and "to study how
the program works, and adapt it to your needs". The Open Source Initiative
expects users to access source code, explaining that "you can't evolve programs
without modifying them. Since our purpose is to make evolution easy, we require
that modification be made easy". These philosophies can shape a unique
perspective on software usability that has not been addressed thoroughly in the
open-source domain. That is: how to design user-interfaces and tools that
facilitate access to source code and encourage the behaviors envisioned above,
namely, to improve the code, to personalize it, to learn from it, and to share
it. And, as the Open Source Initiative recommends, to make this easy. In
addition to presenting this research perspective, we suggest some fruitful
approaches to answering these questions and our current and future steps. Keywords: design rationale, end-user programming, open source software, usability,
user-centered design | |||
| Device ecology mapper: a tool for studying users' ecosystems of interactive artifacts | | BIBAK | Full-Text | 4327-4332 | |
| William Ryan; Erik Stolterman; Heekyoung Jung; Martin Siegel; Tonya Thompson; William R. Hazlewood | |||
| This paper presents a tool for both researchers and designers called the
Device Ecology Mapper, which allows users to share devices they own and
describe to researchers how they believe these devices are connected. We built
this tool from the theoretical perspective of ecology of artifacts in which
designed artifacts do not exist independently, but rather in complex ecosystems
with other artifacts through physical and perceptual connections. We designed
the evaluations of this tool to evaluate the extent to which designers found
the tool valuable and users found the tool true to the way they understand
their ecology of interactive artifacts-rather than how closely user's
perception of their ecology represents how these devices are actually
connected. We found evidence for both perspectives from these studies. Keywords: design, digital interactive artifact, ecology, personal ecosystem, user
research | |||
| Do HCI and NLP interact? | | BIBAK | Full-Text | 4333-4338 | |
| Nikiforos Karamanis; Anne Schneider; Ielka van der Sluis; Stephan Schlogl; Gavin Doherty; Saturnino Luz | |||
| We examine the relationship between HCI and Natural Language Processing
(NLP) by performing a bibliometric analysis and looking at the specific example
of BioNLP. We identify opportunities for HCI to fertilise current NLP research
and suggest that HCI will benefit from looking at advances in NLP more closely. Keywords: bibliometric analysis, bionlp, literature review | |||
| Double-side multi-touch input for mobile devices | | BIBAK | Full-Text | 4339-4344 | |
| Erh-li Early Shen; Sung-sheng Daniel Tsai; Hao-hua Chu; Yung-jen Jane Hsu; Chi-wen Euro Chen | |||
| We present a new mobile interaction model, called double-side multi-touch,
based on a mobile device that receives simultaneous multi-touch input from both
the front and the back of the device. This new double-sided multi-touch mobile
interaction model enables intuitive finger gestures for manipulating 3D objects
and user interfaces on a 2D screen. Keywords: double-side multi-touch, finger touch gesture, mobile interaction | |||
| Emotional experience on facebook site | | BIBAK | Full-Text | 4345-4350 | |
| Corina Sas; Alan Dix; Jennefer Hart; Ronghui Su | |||
| Although user behavior in the popular Facebook social network site has been
intensely investigated since the site came live in 2004, we know little about
users' emotions and values weaved in the fabric of their interactions. We
report on a diary study for collecting daily accounts of users' most memorable
experiences. Outcomes emphasize the distinction between public and private
presentation together with user motivation for engaging in each of these roles.
Findings also suggest that at their heart, people's most memorable experiences
with Facebook are all about positive emotions, in particular those concerned
with connectedness and entertainment. Keywords: diary study, memorable experiences, user experience | |||
| Enhancing input device evaluation: longitudinal approaches | | BIBAK | Full-Text | 4351-4356 | |
| Jens Gerken; Hans-Joachim Bieg; Stefan Dierdorf; Harald Reiterer | |||
| In this paper we present our experiences with longitudinal study designs for
input device evaluation. In this domain, analyzing learning is currently the
main reason for applying longitudinal designs. We will shortly discuss related
research questions and outline two case studies in which we used different
approaches to address this issue. Finally, we will point out future research
tasks in the context of longitudinal evaluation methods. Keywords: evaluation, laser-pointer, longitudinal data, pointing device, retention
task, transfer task | |||
| Experimenting with an organic metaphor and hypervisual links for the interface of a video collection | | BIBAK | Full-Text | 4357-4362 | |
| Marco Lazzari; Marco Chiodi | |||
| In this paper we describe the prototype of an archive of short movies. The
project proposes two original solutions for implementing the interface of this
archive: an organic metaphor and a hypervisual navigation mechanism. Keywords: hyperlinks, hypervideo, metaphors, user interfaces | |||
| Exploring effectiveness of physical metaphor in interaction design | | BIBAK | Full-Text | 4363-4368 | |
| Sang-Su Lee; Woohun Lee | |||
| One direction of the emerging paradigm of interface design is the use of
physical metaphors, the adoption of physical phenomenon from the real world
with physical principles such as gravity or inertia. To explore effectiveness
of physical metaphors in interaction design, we conducted an exploratory study
by selecting one specific task where a physical metaphor was applied with
physics: searching for a phone number in a contact list using an inertial
scroll method with a mouse and touch screen interface environment. The result
from this initial study showed that employing a physical metaphor does not
always guarantee an improvement of performance; a different effect can be drawn
according to the interaction style. Keywords: inertial scroll, interaction design, interaction styles, interface design,
physical metaphor | |||
| Expressive typing: a new way to sense typing pressure and its applications | | BIBAK | Full-Text | 4369-4374 | |
| Ken Iwasaki; Takashi Miyaki; Jun Rekimoto | |||
| In this paper, we propose a new way for measuring key typing pressure when
using off-the-shelf laptop computers. Accelerometers embedded in laptop
computers to protect hard discs from sudden motion are becoming very common.
This paper explores the concept of utilizing this accelerometer for sensing
non-verbal aspects of key typing, such as key typing pressure. This possibility
enables a wide variety of pressure-sensitive user interfaces through the use of
software without requiring any additional hardware/sensors. Such software can
be distributed easily to a substantial number of potential users. To confirm
the feasibility of this idea, we compared typing finger velocities (obtained by
high-speed camera images) with sensor data from an accelerometer embedded in a
laptop computer. We then confirmed that there is a clear correlation between
these two sets of data. We also investigated differences in typing pressure
patterns among different users. By combining keystroke speeds and typing
pressure, we found it is possible to distinguish among users. This feature can
be used for security purposes such as preventing a laptop computer from being
used by non-owners. We also present possible application ideas such as rich
text expression, new types of user interface elements, and authentication. Keywords: non-verbal communication, physiological sensing, user interface | |||
| Facilitating multiple target tracking using semantic depth of field (SDOF) | | BIBAK | Full-Text | 4375-4380 | |
| Nivedita R. Kadaba; Xing-Dong Yang; Pourang P. Irani | |||
| Users of radar control systems and monitoring applications have to
constantly extract essential information from dynamic scenes. In these
environments a critical and elemental task consists of tracking multiple
targets that are moving simultaneously. However, focusing on multiple moving
targets is not trivial as it is very easy to lose continuity, particularly when
the objects are situated within a very dense or cluttered background. While
focus+context displays have been developed to improve users' ability to attend
to important visual information, such techniques have not been applied to the
visualization of moving objects. In this paper we evaluate the effectiveness of
a focus+context technique, referred to as Semantic Depth of Field (SDOF), to
the task of facilitating multiple target tracking. Results of our studies show
an inclination for better performance with SDOF techniques, especially in low
contrast scenarios. Keywords: blurring, moving targets, preattentive cues, semantic depth of field, target
tracking, visual displays, visualization | |||
| Gaze-based interaction with massively multiplayer on-line games | | BIBAK | Full-Text | 4381-4386 | |
| Howell Istance; Stephen Vickers; Aulikki Hyrskykari | |||
| People with motor impairments can benefit greatly from being able to take
part in Massively Multiplayer On-line Games, such as World of Warcraft. We are
investigating how to use eye gaze as a high bandwidth input modality for the
range of tasks necessary to participate in the game. We approach this from two
directions; in the bottom-up approach we iteratively implement and eva-luate
various gaze-interaction techniques, and in the top-down approach we analyze
the interaction in MMOGs and develop a theory to map games tasks to gaze-based
interaction techniques. We present preliminary results from a recently
conducted set of trials which have studied how well tasks in World of Warcraft
can be carried out using gaze only. We describe this in the context of the
whole project. Keywords: games, gaze control, interaction techniques, virtual communities | |||
| Gaze-controlled driving | | BIBAK | Full-Text | 4387-4392 | |
| Martin Tall; Alexandre Alapetite; Javier San Agustin; Henrik H. T. Skovsgaard; John Paulin Hansen; Dan Witzner Hansen; Emilie Møllenbach | |||
| We investigate if the gaze (point of regard) can control a remote vehicle
driving on a racing track. Five different input devices (on-screen buttons,
mouse-pointing low-cost webcam eye tracker and two commercial eye tracking
systems) provide heading and speed control on the scene view transmitted from
the moving robot. Gaze control was found to be similar to mouse control. This
suggests that robots and wheelchairs may be controlled "hands-free" through
gaze. Low precision gaze tracking and image transmission delays had noticeable
effect on performance. Keywords: control, gaze, input device, mobile, robot, wheelchair | |||
| Global mapping of usability labs and centers | | BIBAK | Full-Text | 4393-4398 | |
| Ian Douglas | |||
| This paper will highlight the global spread of usability expertise by
presenting data on the location of usability testing centers and laboratories
around the world. The possibilities for future expansion of the database and
global networking of usability expertise and knowledge will be discussed. Keywords: global usability, usability laboratory, usability testing | |||
| Head-movement evaluation for first-person games | | BIBAK | Full-Text | 4399-4404 | |
| Paulo G. de Barros; Robert W. Lindeman; Timothy J. Loughlin | |||
| A first-person view is often used in games to enhance players' sense of
presence. Camera movements are added to provide a walking sensation when the
player is moving around. Several variations of camera movement are used in
current games to simulate head movement. This work aims to evaluate these
different types of camera movements by measuring subjective responses of users
when exposed to them. In this first stage of research, five important movements
were identified, and evaluated in a pair-wise fashion, resulting in subject
preferences that contradicted our initial hypothesis. Keywords: camera movement, first-person view, game, virtual reality | |||
| "I felt more of a member of this class": increasing students' sense of community with video commenting | | BIBAK | Full-Text | 4405-4410 | |
| Honglu Du; Mary Beth Rosson; John M. Carroll; Craig Ganoe | |||
| Public displays are typically situated in strategic places like town
centers, and in salient positions on walls within buildings. However, currently
most public displays are non-interactive and are typically used for information
broadcasting (TV news, advertisements etc). People passing by pay little
attention to them. As a consequence, public displays are under-utilized in the
everyday world. We are investigating whether use of interactive public displays
might increase people's interaction with one another, with a resulting increase
in sense of community. In this paper we describe the design and first
deployment experiences of a platform-independent, interactive video commenting
system using a large public display in two sections of a large-enrollment
university class. Our preliminary evaluation suggests that students enjoyed the
activity of commenting, that they participated a great deal, and that their
sense of community was greater after using the system. We discuss lessons we
have learned from this initial experience, and describe further work we are
planning using this and similar interactive activities. Keywords: public display, sense of community, video commenting | |||
| IdenTTop: a flexible platform for exploring identity-enabled surfaces | | BIBAK | Full-Text | 4411-4416 | |
| Grant A. Partridge; Pourang P. Irani | |||
| Only a subset of tabletop designs support the ability to determine which
user has performed a given action. These identity-enabled (IE) surfaces offer
significant functional advantages over systems with no such capability.
Distinguishing between the two types of surfaces enables a valuable discourse
that should serve to improve the usefulness of all tabletop designs. To
facilitate examinations of the IE design space, we have developed a toolkit
called IdenTTop, which greatly simplifies the process of prototyping new IE
applications, and we present a few sample applications to demonstrate
IdenTTop's effectiveness. Keywords: identity-enabled surfaces, multi-touch, tabletops | |||
| Investigating the impact of a minimalist in-home energy consumption display | | BIBAK | Full-Text | 4417-4422 | |
| Tae-Jung Yun | |||
| We investigated the impact of a minimal in-home Energy Consumption Display
(ECD), both stationary and portable versions, on household energy awareness and
consumption. We deployed the ECD in eight homes for three weeks each, providing
half of the participants with a portable version and the others with a
stationary one. This work presents an account of each user's experience through
pre- and post-surveys, power meter data, and post-deployment interviews and
results of the study, which show that users reduced energy consumption by
identifying high-power devices in their home and by playfully setting
conservation goals. Keywords: awareness, energy consumption, field study, sustainability | |||
| "It's like a circus in here!": affect and information sharing in an emergency department | | BIBAK | Full-Text | 4423-4428 | |
| Helena M. Mentis; Mary Beth Rosson | |||
| The following research begins to address the relationship between affect and
information sharing in order to inform the design of collaborative systems.
Through ethnographic observations of affect and face-to-face information
sharing in an emergency department we begin to see trends on the occurrence of
affect due to context as well as the relationship between affect and
information sharing outcomes. Keywords: collaboration, emotion, information sharing | |||
| Jadeite: improving API documentation using usage information | | BIBAK | Full-Text | 4429-4434 | |
| Jeffrey Stylos; Brad A. Myers; Zizhuang Yang | |||
| Jadeite is a new Javadoc-like API documentation system that takes advantage
of multiple users' aggregate experience to reduce difficulties that programmers
have learning new APIs. Previous studies have shown that programmers often
guessed that certain classes or methods should exist, and looked for these in
the API. Jadeite's "placeholders" let users add new "pretend" classes or
methods that are displayed in the actual API documentation, and can be
annotated with the appropriate APIs to use instead. Since studies showed that
programmers had difficulty finding the right classes from long lists in
documentation, Jadeite takes advantage of usage statistics to display commonly
used classes more prominently. Programmers had difficulty finding the right
helper objects and discovering how to instantiate objects, so Jadeite uses a
large corpus of sample code to automatically identify the most common ways to
construct an instance of any given class. Keywords: APIs, documentation, javadoc | |||
| Lessons from brain age on persuasion for computer security | | BIBAK | Full-Text | 4435-4440 | |
| Alain Forget; Sonia Chiasson; Robert Biddle | |||
| Users generally have difficulty understanding and managing computer security
tasks. We examined Nintendo's Brain Age games for ways to help users remember
more secure passwords. Instead, we found design elements that encouraged users
to continually perform cognitive tasks that would otherwise be tedious. This
paper discusses these elements using existing Persuasive Technology principles,
and explores how they could be leveraged to make computer security tasks easier
and more engaging. Keywords: authentication, persuasive technology, usable security | |||
| Let's clean up this mess: exploring multi-touch collaborative play | | BIBAK | Full-Text | 4441-4446 | |
| Rilla Khaled; Pippin Barr; Hannah Johnston; Robert Biddle | |||
| Multi-touch play is inherently collaborative, but little work currently
explores this aspect. We present preliminary observations of multi-touch
collaborative gameplay, focusing on the physical-social environment of a
multi-touch surface and its technical issues. Keywords: collaboration, multi-touch, play, video games | |||
| Letting tools talk: interactive technology for firefighting | | BIBAK | Full-Text | 4447-4452 | |
| Sebastian Denef; Leonardo Ramirez; Tobias Dyrks | |||
| In this work-in-progress report we present the results of a preliminary
analysis of a set of fieldwork studies conducted in collaboration with a
firefighter school and a firefighter brigade. To inspire the design of
ubiquitous computing systems, we provide a description of the equipment used by
firefighters, practices built upon them and a set of common properties. Keywords: ethnography, firefighting, safety-critical hci, ubiquitous computing | |||
| Low-cost gaze interaction: ready to deliver the promises | | BIBAK | Full-Text | 4453-4458 | |
| Javier San Agustin; Henrik Skovsgaard; John Paulin Hansen; Dan Witzner Hansen | |||
| Eye movements are the only means of communication for some severely disabled
people. However, the high prices of commercial eye tracking systems limit the
access to this technology. In this pilot study we compare the performance of a
low-cost, webcam-based gaze tracker that we have developed with two commercial
trackers in two different tasks: target acquisition and eye typing. From
analyses on throughput, words per minute and error rates we conclude that a
low-cost solution can be as efficient as expensive commercial systems. Keywords: eye typing, gaze interaction, low-cost gaze tracking, performance
evaluation, universal access | |||
| Material awareness: promoting reflection on everyday materiality | | BIBAK | Full-Text | 4459-4464 | |
| James Pierce | |||
| Drawing on existing design approaches, this paper argues for the
experiential desirability and critical importance -- in terms of environmental
sustainability -- of designing for reflection on everyday material things
themselves. This paper motivates and proposes a material awareness design
approach, further drawing on developments from philosophy of technology and
design theory. A series of conceptual designs are presented to help illustrate
this approach. Keywords: design, material awareness, reflection, sustainability | |||
| Mediating programming through chat for the OLPC | | BIBAK | Full-Text | 4465-4470 | |
| Jill P. Dimond; Sarita Yardi; Mark Guzdial | |||
| We built a text-based programming environment that enables youth to design
and implement a chat client for the One Laptop per Child XO. The environment
allows users to program and chat simultaneously. We conducted two one-week
workshops at a Girl Scout camp to test user engagement with the environment. In
this paper, we examine how chat mediated the programming experience in a
collocated environment and its implications for motivating participation in
computing. Keywords: computer science education, computer supported collaborative learning,
programming | |||
| Mirroring bodily experiences over time | | BIBAK | Full-Text | 4471-4476 | |
| Elsa Kosmack Vaara; Kristina Höök; Jakob Tholander | |||
| The Affective Health system is a mobile lifestyle application that aims to
empower people to reflect on their lives and lifestyles. The system logs a
mixture of biosensor-data and other contextually oriented data and transforms
these to a colorful, animated expression on their mobiles. It is intended to
create a mirror and thereby empower users to see activity patterns and relate
these to their experiences of stress. People's different cultural backgrounds
and their different physiological and psychological composition give them
different perceptions and associations of time. We explore the time dimension
of our system through working through a set of different designs that organize
events as time going linearly forward, in a circular movement or relating to
geographical places. Here we discuss the process of designing a mobile
interface for presenting temporal data in a way that allows multiple and
subjective interpretation. Keywords: graphics, interaction, time, visualization | |||
| Montage: a platform for physically navigating multiple pages of web content | | BIBAK | Full-Text | 4477-4482 | |
| David Lee; Sean A. Munson; Ben Congleton; Mark W. Newman; Mark S. Ackerman; Erik C. Hofer; Thomas A. Finholt | |||
| Montage is a platform for rendering multiple pages of web content on large
tiled displays (several desktop LCDs arranged in a spatially contiguous
matrix). We discuss the advantages of data visualization using a newsstand
metaphor, showing many content items at once and allowing users to quickly
refine visual searches by walking (physically navigating) closer to specific
data on the display. We have used Montage to build three applications that
demonstrate the variety of applications that are possible on this platform.
These applications have benefits for both everyday use and as research tools. Keywords: high resolution visualization, information visualization, micro/macro view,
optiportal, tiled displays | |||
| Multimodal programming environment for kids: a "thought bubble" interface for the Pleo robotic character | | BIBAK | Full-Text | 4483-4488 | |
| Kimiko Ryokai; Michael Jongseon Lee; Jonathan Micah Breitbart | |||
| We introduce a mixed physical and digital programming environment for
children to control robotic characters. We present our design rationale, our
initial prototype, report the results from our initial evaluation, and discuss
ongoing work. Keywords: children, optiportal, programming, robotic toys, tangible | |||
| Multi-user interaction in virtual audio spaces | | BIBAK | Full-Text | 4489-4494 | |
| Florian Heller; Thomas Knott; Malte Weiss; Jan Borchers | |||
| Audio guides are a common way to provide museum visitors with an opportunity
for personalized, self-paced information retrieval. However, this
personalization conflicts with some of the reasons many people go to museums,
i.e., to socialize, to be with friends, and to discuss the exhibit as they
experience it [1]. We developed an interactive museum experience based on audio
augmented reality that lets the visitor interact with a virtual spatial audio
soundscape. In this paper, we present some new interaction metaphors we use in
the design of this audio space, as well as some techniques to generate a group
experience within audio spaces. Keywords: augmented reality, mobile computing, museum, spatial audio | |||
| On the internet, everybody knows you're a dog: the human-pet relationship in online social networks | | BIBAK | Full-Text | 4495-4500 | |
| Jennifer Golbeck | |||
| The benefits of pet ownership to physical and mental health are extensive
and well documented. Online social networks have the potential to strengthen
these relationships and build community among pet owners. In this work, we
present several results on the difference in behavior between dog and cat
owners in pet-oriented social networks. We extend this analysis to divisions
between urban and rural users. Our results show that there are significant
differences among these groups. We propose a theory for future testing that
more socially isolated the owners are from real-world communities of similar
pet owners, the more active they are in forming social connections on these
websites, and we offer initial evidence to support this. These results show
that these pet social networks are already being used to help support the
human-animal bond online, and that different types of pet owners would benefit
from different types of support within the systems. Keywords: online communities, pets, social networks | |||
| One-handed behind-the-display cursor input on mobile devices | | BIBAK | Full-Text | 4501-4506 | |
| Xing-Dong Yang; Pourang Irani; Pierre Boulanger; Walter Bischof | |||
| Behind-the-display interaction has gained popularity for interactions on
handheld devices as researchers have demonstrated the viability of such
interactions on small devices. However, most designs have investigated the use
of direct input behind the screen. We demonstrate that behind-the-display
interaction with cursor input is promising and can be a useful augmentation to
handheld devices. We developed a prototypical system on a PDA to which we
affixed a wireless mouse. The mouse is mounted on the rear of the PDA with the
optical sensor facing outwards. The system is designed to be used with one
hand, and prevents occlusion and finger-reach. Through several applications we
propose the benefits associated with behind-the-display cursor interaction. A
preliminary user evaluation indicates that users can benefit from such an
interaction when operating a handheld using one hand. Keywords: behind-the-display interaction, relative positioning. | |||
| Photo Khipu: organizing a public record of social transaction | | BIBAK | Full-Text | 4507-4512 | |
| Kora A. Bongen; Karrie G. Karahalios | |||
| Traditional photo albums are important not only for storing and organizing
photographs but also for their ability to display photos in an aesthetically
pleasing manner. A beautiful photo album augments the browsing experience for
individual recollection or sharing with others. We present a digital photo
album that organizes and displays photos in a form based on an ancient
accounting device, the Incan khipu. The khipu metaphor provides an overview of
the photos in a collection and a historical record of individual albums. This
interface is meant to be an evocative and functional interactive display in the
home for visitors and occupants alike. Keywords: photo sharing, social computing, visualization | |||
| Predicting shoppers' interest from social interactions using sociometric sensors | | BIBAK | Full-Text | 4513-4518 | |
| Taemie J. Kim; Maurice Chu; Oliver Brdiczka; James Begole | |||
| Marketing research has longed for better ways to measure consumer behavior.
In this paper, we explore using sociometric data to study social behaviors of
group shoppers. We hypothesize that the interaction patterns among shoppers
will convey their interest level, predicting probability of purchase. To verify
our hypotheses, we observed co-habiting couples shopping for furniture. We have
verified that there are sensible differences in customer behavior depending on
their interest level. When couples are interested in an item they observe the
item for a longer duration of time and have a more balanced speaking style. A
real-time prediction model was constructed using a decision tree with a
prediction accuracy reaching 79.8% and a sensitivity of 63%. Keywords: behavior modeling, group dynamics, interaction pattern, interest, shopping,
sociometric sensors | |||
| PressureText: pressure input for mobile phone text entry | | BIBAK | Full-Text | 4519-4524 | |
| David C. McCallum; Edward Mak; Pourang Irani; Sriram Subramanian | |||
| Pressure sensitive buttons are appealing for reducing repetitive tasks such
as text entry on mobile phone keypads, where multiple key presses are currently
necessary to record an action. We present PressureText, a text-entry technique
for a pressure augmented mobile phone. In a study comparing PressureText to
MultiTap, we found that despite limited visual feedback for pressure input,
users overall performed equally well with PressureText as with MultiTap.
Expertise was a determining factor for improved performance with PressureText.
Expert users showed a 33.6% performance gain over novices. Additionally, expert
users were 5% faster on average with PressureText than MultiTap, suggesting
that pressure input is a valuable augmentation to mobile phone keypads. Keywords: mobile phone text-entry, multi-level button, pressure input | |||
| Recognizing and using goals in event management | | BIBAK | Full-Text | 4525-4530 | |
| Dustin Arthur Smith; Henry Lieberman | |||
| Personal event management involves planning when, where and how events
should occur, making sure the event's prerequisites are satisfied, and
developing contingencies for when things go wrong. Conventional calendar and
project management tools, however, only record and visualize explicit human
decisions regarding event specifics.
We present Event Minder, a calendar program that takes into account the goals for which the events are scheduled. Users can input descriptions of events in natural language, mixing high-level objectives, concrete time and place decisions, and omit "obvious" common sense details. A commonsense knowledge base provides sensible defaults, and machine learning refines these defaults with experience. We can make recommendations for alternative plans, including alternatives that satisfy higher-level goals in different ways as well as those that meet immediate constraints. Our current system covers dining-related events, integrating commonsense with domain knowledge about specific restaurants, bars and hotels. Keywords: PIM, calendaring, common sense, event management, user modeling | |||
| Rhythms of non-use of device ensembles | | BIBAK | Full-Text | 4531-4536 | |
| Nithya Sambasivan; Leena Ventä; Jani Mäntyjärvi; Minna Isomursu; Jonna Häkkilä | |||
| The proliferation of portable devices has transformed our everyday
practices, blurring second and third places. However, almost no research exists
on how the perpetual possession of devices impacts how we escape them. In this
paper, we explore the notion of non-use of portable devices. Drawing from the
results of a multi-step qualitative study, we provide a discussion on how
non-use interplays with the dynamics of everyday life. Specifically, we discuss
practices surrounding hybridities of portable devices and social circles. The
layerings of portables help in de-personalizing interactions through evasions,
pretence, and resistance. We argue that non-use is not a reason for failure,
but is a form of use in itself. Keywords: device ensembles, non-use, social aspects of technology, urban computing | |||
| Second skin: motion capture with actuated feedback for motor learning | | BIBAK | Full-Text | 4537-4542 | |
| Dennis R. Miaw; Ramesh Raskar | |||
| Second Skin aims to combine three-dimensional motion tracking with real-time
tactile feedback for the purpose of improving users' motor-learning ability.
The system tracks a user's body and limb movements as he or she is performing
an action, and the user is given automatic, real-time tactile feedback to aid
in the correction of movement and position errors. A number of components
integral to the motion tracking and tactile feedback systems must be bound to
the user's body, and as such, an important goal is to design a lightweight and
minimally inhibitive wearable suit that contains all of these elements. Keywords: haptics, motion capture, motion tracking, motor learning, structured light,
tactile feedback | |||
| See you on the subway: exploring mobile social software | | BIBAK | Full-Text | 4543-4548 | |
| Nicolas Belloni; Lars Erik Holmquist; Jakob Tholander | |||
| This project explores the social possibilities of mobile technology in
transitional spaces such as public transport. Based on a cultural probes study
of Stockholm subway commuters, we designed a location-based friend finder that
displays only people in the same train as the user. We aim at reaching a
critical mass of users and therefore decided to make the system compatible with
as many phones as possible, thus it was designed as a simple web application.
An initial informal study pointed out consequences of certain design decisions
on the user experience and highlighted social tensions created by presence
awareness. Keywords: commuting, cultural probes, mobile social software | |||
| Selective message distribution with people-tagging in user-collaborative environments | | BIBAK | Full-Text | 4549-4554 | |
| Qihua Wang; Hongxia Jin | |||
| Oftentimes, we would like to distribute call-for-participation messages by
email to people who are potentially interested in the topics of the
corresponding events. Meanwhile, people either broadcast such messages to
everyone in their organizations or maintain a number of mailing lists for
different topics. But both approaches have drawbacks.
In this paper, we explore the idea of automatically selecting recipients for broadcasting messages on different topics using people-tagging. In a collaborative people-tagging system, users can tag each other with the terms they want, and tags from different users are combined and aggregated. Tags applied to a user usually describe the user's attributes, such as her affiliation, expertise, and the projects she has been involved in. We can thus effectively find interested recipients by matching the content of messages with people's tags. A prototype of our solution has been implemented for a real-world and large-scale people-tagging system in IBM. Keywords: collaboration, information sharing, tagging | |||
| Single stroke gaze gestures | | BIBAK | Full-Text | 4555-4560 | |
| Emilie Mollenbach; John Paulin Hansen; Martin Lillholm; Alastair G. Gale | |||
| This paper introduces and explains the concept of single stroke gaze
gestures. Some preliminary results are presented which indicate the potential
efficiency of this interaction method and we show how the method could be
implemented for the benefit of disabled users and generally how it could be
integrated with gaze dwell to create a new dimension in gaze controlled
interfaces. Keywords: eye tracking, gaze based interaction, gaze gestures | |||
| Squidy: a zoomable design environment for natural user interfaces | | BIBAK | Full-Text | 4561-4566 | |
| Werner A. König; Roman Rädle; Harald Reiterer | |||
| We introduce the interaction library Squidy, which eases the design of
natural user interfaces by unifying relevant frameworks and toolkits in a
common library. Squidy provides a central design environment based on
high-level visual data flow programming combined with zoomable user interface
concepts. The user interface offers a simple visual language and a collection
of ready-to-use devices, filters and interaction techniques. The concept of
semantic zooming enables nevertheless access to more advanced functionality on
demand. Thus, users are able to adjust the complexity of the user interface to
their current need and knowledge. Keywords: design environment, multimodal interaction, natural user interface, squidy,
zoomable user interface | |||
| Supporting volunteer activities with mobile social software | | BIBAK | Full-Text | 4567-4572 | |
| Shaun K. Kane; Predrag V. Klasnja | |||
| Many community organizations rely extensively on volunteer work. However,
people who wish to help often have difficulties finding the time to volunteer.
We are developing mobile social software that is intended to motivate users to
volunteer and to help users find volunteering opportunities. In order to
understand how technology might support volunteering, we interviewed 9 recent
volunteers about their volunteer work. We report on their motivations to
volunteer, obstacles to volunteering, and strategies they use to manage the
demands of volunteering. We discuss how these factors are shaping the design of
a mobile social application to support volunteering. Keywords: mobile devices, mobile social software, volunteering | |||
| Synchronized communication and coordinated views: qualitative data discovery for team game user studies | | BIBAK | Full-Text | 4573-4578 | |
| William A. Hamilton; Zachary O. Toups; Andruid Kerne | |||
| We present a tool for qualitative data discovery that aids researchers in
analyzing synchronized log data with audio collected from multiple computers.
The tool was originally developed for team games in which the goal of play is
to exercise coordination skills. In team coordination games, players cooperate
toward a shared objective by communicating effectively and synchronizing their
game world actions. To evaluate such games, researchers observe communication
between players synchronized with their actions in-game, discovering instances
of team coordination. Coordination is a composite of communication and in-game
action; thus it is essential to observe both in context. The tool enables
simultaneous observation from each player's viewpoint, synchronized with
communication using log files and time-stamped audio. Viewpoints and voice
tracks can be selectively soloed and muted, enabling researchers to focus
attention. The application can be expanded to support logs and audio from other
user studies. Keywords: data synchronization, qualitative data discovery, research tools | |||
| Tag trails: navigation with context and history | | BIBAK | Full-Text | 4579-4584 | |
| Jacek Gwizdka; Philip Bakelaar | |||
| We describe a technique for preserving and presenting context and history
while navigating web resources described by keywords. We use tagging and tag
clouds as an application area for our technique. The technique is illustrated
by employing it in a prototype that interfaces data from a social tagging
website used to bookmark academic articles. The prototype displays a "tag
trail" which can reveal contextual connections between web resources and the
associated tags. We argue that the user's understanding of web resources is
aided by making such connections explicit. Keywords: browsing, tag clouds, tagging | |||
| Tagged photos: concerns, perceptions, and protections | | BIBAK | Full-Text | 4585-4590 | |
| Andrew Besmer; Heather Lipford | |||
| Photo sharing has become a popular feature of many online social networking
sites. Many of the photo sharing applications on these sites, allow users to
annotate photos with those who are in them. A number of researchers have
examined the social uses and privacy issues of online photo sharing sites, but
few have explored the privacy issues of photo sharing in social networks. In
this paper, we begin by examining some of our findings from a series of focus
groups on photo privacy in the social networking domain. We then devise a new
mechanism to enhance photo privacy based on these findings. Keywords: facebook, online photo sharing, photos, privacy, social networking
communities | |||
| Take me home: designing safer in-vehicle navigation devices | | BIBAK | Full-Text | 4591-4596 | |
| Vince Mancuso | |||
| In this paper we will propose a new design for a safer and more usable
In-Vehicle Navigation System. In order to focus our design on safety and
usability, we generated several design points based on prior research. From our
design points, we are able to propose a design for a system which uses voice
controls as the primary input modality, and the rear-view mirror as a Heads-Up
Display. In addition, we will propose displaying limited amounts of information
to decrease the likeliness of a driver's focus straying away from the road. If
we are able to show that our design is superior to current commercial
navigation devices, we will continue to apply our design points and system
design towards other aspects of In-Vehicle Information Systems. Keywords: GPS, heads up display, human attention, in vehicle information system, in
vehicle navigation, visual demand, voice command | |||
| Tangible message bubbles for children's communication and play | | BIBAK | Full-Text | 4597-4602 | |
| Kimiko Ryokai; Hayes Raffle; Andy Brooks | |||
| We introduce Tangible Message Bubbles, a new composition and communication
tool that invites youngsters to express and record their everyday expressions,
play with these original recordings, and share these personal creations with
their friends and family. We present a design rationale that focuses on
supporting both co-located and remote collaboration, and on balancing play with
tool design. Results from pilot evaluations with our initial prototypes
informed us with ways to leverage the physical properties of the toys and
support playful exploration of children's recorded video messages for sharing. Keywords: children, communication tools, tangible, toys | |||
| The accidental tutor: overlaying an intelligent tutor on an existing user interface | | BIBAK | Full-Text | 4603-4608 | |
| Stephen B. Gilbert; Stephen B. Blessing; Liz Blankenship | |||
| Intelligent Tutoring Systems (ITSs) have been shown to have dramatic impact
on student learning [9]. However, these gains have been mostly in topics in
which the interface has been designed with the intelligent tutor in mind. This
research investigates the HCI challenges that result from creating two
model-tracing ITSs for use with existing interfaces. We describe overlaying a
tutor on an image-editing program and a web-based application. We highlight
three main HCI challenges: 1) integrating a problem scenario in the context of
the existing application, 2) providing learners with appropriate feedback
during task performance, and 3) allowing learners to explore the interface
while making sure they complete the task. Keywords: intelligent tutoring system, interaction design | |||
| The moral accountability of a personified agent: young adults' conceptions | | BIBAK | Full-Text | 4609-4614 | |
| Nathan G. Freier; Elia J. Nelson; Amanda Rotondo; Wai Kay Kong | |||
| This paper describes the preliminary results of a study conducted to answer
the question: Do users attribute moral accountability to personified agent
technologies? A pilot study was conducted in which 20 college students
interacted with a personified agent, were insulted by the agent, and observed a
researcher interacting and insulting the same agent. A semi-structured
interview was conducted to investigate the participants' judgments of the
observed interactions. Results suggest that most users will hold a designer,
programmer or creator responsible for moral violations enacted by the
personified agent, rather than attributing accountability to the agent itself. Keywords: moral accountability, personified software agent, social computing,
user-centered design | |||
| Time sequences | | BIBAK | Full-Text | 4615-4620 | |
| Ross Shannon; Aaron Quigley; Paddy Nixon | |||
| Visualisations of dynamic data change in appearance over time, reflecting
changes in the underlying data, be that the development of a social network, or
the addition or removal of a device node in an ad-hoc communications network.
As viewers of these visualisation tools, it is up to us to accurately perceive
and keep up with the constantly shifting view, mentally noting as visual
elements are added, removed, changed and rearranged, sometimes at great pace.
In a complex data set with a lot happening, this can be a strain on the
observer's comprehension, with changes in layout and visual population
disrupting their internalised "mental model" of the data, leading to errors in
perception. We present Time Sequences, a novel dual visualisation technique
which dilates the flow of time in the visualisation so that observers are given
proportionally more time to understand changes based on the density of activity
in the visualisation. Keywords: dynamic data, human factors, perception, visual analytics, visualization | |||
| To answer or not to answer: that is the question for cell phone users | | BIBAK | Full-Text | 4621-4626 | |
| Sukeshini A. Grandhi; Richard P. Schuler; Quentin Jones | |||
| People are constantly making decisions to answer or ignore cell phone calls
based on inferences derived from partial information about the incoming call.
To gain an understanding of this information deficit we conducted a survey
study of cell phone call handling practices. The results highlight the type and
extent of information desired about incoming cell phone calls. It also shows
that desired information is largely unknown and often misattributed by the
receiver. Our findings can be used by designers to prioritize the presentation
of additional types of call related information on cell phone displays, and in
so doing, empower users to make informed call handling decisions. Keywords: availability, cell phones, context, interruptions | |||
| Towards a sensible integration of paper-based tangible user interfaces into creative work processes | | BIBAK | Full-Text | 4627-4632 | |
| Tanja Doering; Steffi Beckhaus; Albrecht Schmidt | |||
| We live in a hybrid world where standard computers with graphical user
interfaces (GUIs) have become an integral part of our daily life. Additionally,
novel user interfaces like tangible user interfaces (TUIs) are among emerging
interaction styles that offer new potential as tools for supporting creative
tasks and weak-structured workflows. In order to meet the users' needs, the
most suitable user interface for a task should be chosen and different kinds of
user interfaces have to be integrated appropriately. We addressed these topics
and applied a generative framework to structure and analyze a creative work
process in the domain of Art History. On this basis, we designed the
integration of TUI and GUI elements and constructed as well as tested a
tabletop TUI to support creative work. Keywords: TUI-GUI integration, creativity support tools, generative theories for HCI,
reality-based interaction, tangible user interfaces | |||
| Towards improving mental models of personal firewall users | | BIBAK | Full-Text | 4633-4638 | |
| Fahimeh Raja; Kirstie Hawkey; Konstantin Beznosov | |||
| Windows Vista's personal firewall provides its diverse users with a basic
interface that hides many operational details. However, our study of this
interface revealed that concealing the impact of network context on the
security state of the firewall results in mental models that are unclear about
the protection provided by the firewall resulting in an inaccurate
understanding of the firewall configuration. We developed a prototype to
support more contextually complete mental models through inclusion of network
context information. Results from our initial evaluation of the prototype
support our approach of improving user understanding of underlying system
states by revealing hidden context, while considering the tension between
complexity of the interface and security of the system. Keywords: configuration, firewall, mental model, usable security | |||
| Towards intelligent authoring tools for machinima creation | | BIBAK | Full-Text | 4639-4644 | |
| Brian O'Neill; Mark O. Riedl; Michael Nitsche | |||
| As user-created content increasingly becomes an ever more prominent element
of modern game design, tools have been developed to aide in the creative
process for several forms of digital media, including machinima. Because
creating content that will be valued by the community is a challenging process,
tools are needed that will assist novices in both technical realization and
optimization of content. We are exploring tools for machinima authoring that
use a 3-pronged approach: authoring via metaphor, performance, and automation.
Future work involves using AI to provide feedback to machinima authors,
suggesting sensible attributes for scenes based on prior input by acting as a
surrogate audience. Keywords: computational creativity support, machinima, story authoring, user-created
content | |||
| Towards systematic usability verification | | BIBAK | Full-Text | 4645-4650 | |
| Max Möllers; Jonathan Diehl; Markus Jordans; Jan Borchers | |||
| Although usability is the core aspect of the whole HCI research field, it
still waits for its economic breakthrough. There are some corporations that are
famous for their usable products, but small and medium-sized businesses tend to
prefer features over usability. We think, the primary reason is that there are
no inexpensive methods to at least prevent huge design flaws. We propose the
use of test specifications. Once defined for a domain, these allow
non-usability experts to systematically verify the usability of a given system
without any users involved. We picked a sample domain with some basic tasks and
found strong indication of our hypothesis: test specifications can be applied
by non-experts and are able to find major design flaws. Future work will extend
this method to more complex tasks and evaluate the economic benefit. Keywords: analysis methods, performance metrics, quality management, quantitative
usability evaluation, usability testing and evaluation., usability verification | |||
| Understanding teamwork in high-risk domains through analysis of errors | | BIBAK | Full-Text | 4651-4656 | |
| Aleksandra Sarcevic | |||
| Trauma care is an example of dynamic, complex, and safety-critical teamwork.
The staff in trauma centers works under time pressure and lacks effective
information technologies to support teamwork and reduce errors. This work
presents a qualitative study that looked at the teamwork errors and their
causes to better understand the challenges in providing computerized support
for this user group. Keywords: healthcare, human errors, teamwork, trauma | |||
| Using bookmark visualizations for self-reflection and navigation | | BIBAK | Full-Text | 4657-4662 | |
| Pooja Mathur; Karrie Karahalios | |||
| Web users have been employing numerous methods for recalling websites.
Bookmarks have been around for some time, but the usefulness of such a system
has been under question. The lack of intuitive organization in web browsers
forces users to make arbitrary choices on where to store bookmarks. As a
result, bookmarks are often lost, never to be used again. These web pages a
user bookmarks can say a lot about the user, though. A person's personality is
reflected by the web pages a user visits and deems important enough to
bookmark. By taking the user's bookmarks along with one's browser history and
visualizing them, the user is able to notice things about oneself that he or
she did not notice before. In this paper, we describe the iteration of a tool
that visualizes all of user's bookmarks. We conclude with areas for future
work. Keywords: bookmarks, information organization, self-reflection, visualizations | |||
| Using hands and feet to navigate and manipulate spatial data | | BIBAK | Full-Text | 4663-4668 | |
| Johannes Schöning; Florian Daiber; Antonio Krüger; Michael Rohs | |||
| We demonstrate how multi-touch hand gestures in combination with foot
gestures can be used to perform navigation tasks in interactive systems. The
geospatial domain is an interesting example to show the advantages of the
combination of both modalities because the complex user interfaces of common
Geographic Information System (GIS) requires a high degree of expertise from
its users. Recent developments in interactive surfaces that enable the
construction of low cost multi-touch displays and relatively cheap sensor
technology to detect foot gestures allow the deep exploration of these input
modalities for GIS users with medium or low expertise. In this paper, we
provide a categorization of multitouch hand and foot gestures for the
interaction with spatial data on a large-scale interactive wall. In addition we
show with an initial evaluation how these gestures can improve the overall
interaction with spatial information. Keywords: foot interaction, geographic information system (gis), large screens,
multi-touch, multitouch, spatial data, tangible interfaces | |||
| Using tactile rhythm to convey interpersonal distances to individuals who are blind | | BIBAK | Full-Text | 4669-4674 | |
| Troy L. McDaniel; Sreekar Krishna; Dirk Colbry; Sethuraman Panchanathan | |||
| This paper presents a scheme for using tactile rhythms to convey
interpersonal distance to individuals who are blind or visually impaired, with
the goal of providing access to non-verbal cues during social interactions. A
preliminary experiment revealed that subjects could identify the proposed
tactile rhythms and found them intuitive for the given application. Future work
aims to improve recognition results and increase the number of interpersonal
distances conveyed by incorporating temporal change information into the
proposed methodology. Keywords: assistive technology, haptic belt, haptic icons, tactile icons, tactons,
vibrotactile belt | |||
| Visualizing remote voice conversations | | BIBAK | Full-Text | 4675-4680 | |
| Pooja Mathur; Karrie Karahalios | |||
| Online voice conversations are becoming ever more popular. People have been
logging online text conversations, but what about voice conversations? Walter
Ong simply states, "written words are residue. Oral tradition has no such
residue or deposit" [6]. However, we do not just want to archive conversations,
we want to enable users to have some meaning in these "logs". We introduce a
project that takes a remote conversation and visualizes it. It does so in a way
that takes volume, pitch and content into account. With this information, the
visualizations display the data in a meaningful way. Users can use these images
in the future to review past conversations whether it is for nostalgia's sake
or to recall some piece of information. In this paper, we describe the early
design and iteration of system for archiving and creating artifacts from remote
audio conversations. Keywords: VoIP, archival, artifacts, content, conversation, pitch, remote audio,
skype, social visualization, volume | |||
| Warp speed design: a rapid design method for use with children | | BIBAK | Full-Text | 4681-4686 | |
| Janet C. Read | |||
| This paper introduces a new design method -- Warp Speed Design -- for use
with older children (aged 9+) for the design of workable tangible games. The
rationale for the method is presented and then a workshop, in which the method
was evaluated, is described.
The method introduced children to basic programming concepts and worked surprisingly well. Almost all of the designs made by the children were so well specifies at the end of the brief workshop that they were able to be developed with very little uncertainty. Keywords: children, participatory design, programming, tangible interfaces | |||
| Web-active users working with data | | BIBAK | Full-Text | 4687-4692 | |
| Nan Zang; Mary Beth Rosson | |||
| Mashups have emerged as an area of interest for end-user programming
research. While many users may find the ability to develop mashups useful,
there are still many barriers to locating interesting data, figuring out how to
"mash" it together and creating a useful view of the result. Furthermore, there
is still much to learn about the motivations and needs of the user. In this
paper, we present the results of interviews and think-aloud studies of
non-programmers working with XML data and a mashup building tool. This work
aims to better understand the users' mental models as they first attempt to use
a novel mashup tool. We identify key areas where breakdowns occur and propose a
future path for research. Keywords: design, end-user programming, interviews, think-aloud study | |||
| Wii can do it: using co-design for creating an instructional game | | BIBAK | Full-Text | 4693-4698 | |
| Greg Walsh | |||
| There are many children for whom learning is difficult if they need to
remain still. The Nintendo Wii, with its motion-controlled sensors, can support
learning experiences that enable children to be physically active learners.
This paper presents the methodologies and results from a multi-day, co-design
session at the University of Maryland's Human-Computer Interaction Lab. The
goal of the sessions was to design an instructional game that leveraged the
Nintendo Wii's motion controls to teach about U.S. National Parks. Keywords: children's technology, co-design, cooperative inquiry, educational video
games | |||
| WIIS: multimodal simulation for exploring the world beyond visual sense | | BIBAK | Full-Text | 4699-4704 | |
| Minyoung Song; Chris Quintana | |||
| This paper describes a pilot study of a computer simulation called WIIS,
which is designed to extend students' learning experience of the sizes of the
objects beyond human vision. By interacting with a simulation that incorporates
temporal, aural, and visual representation (TAVR), students are expected to
refine their mental model of the sizes of the objects too small to see with
human eyes (called submacroscopic objects). The goals of the study are to
explore whether middle school students can understand TAVR in a simulation and
how they use their experience of interacting with TAVRs to refine their mental
model of the sizes of submacroscopic objects. Keywords: learning technologies, multimodal representations, simulations | |||
| Writing to your car: handwritten text input while driving | | BIBAK | Full-Text | 4705-4710 | |
| Dagmar Kern; Albrecht Schmidt; Jonas Arnsmann; Thorsten Appelmann; Nillakshi Pararasasegaran; Benjamin Piepiera | |||
| For in-car navigation, information and entertainment systems, text input is
increasingly important. We investigate handwriting as a text input modality and
assess where to best position the input surface and how to provide feedback.
For this purpose, we created different prototypes that allow text input on the
steering wheel and in the central console, as well as visual feedback on the
input surface and on the dashboard. The results of the study indicate that
handwritten text input on the steering wheel is well-received by the users and
that the visual feedback should be presented in the dashboard area or on the
steering wheel. We also observed that the number of corrective actions and the
remaining errors were significantly smaller (25% less) on the steering wheel
than in the central console and that entering text while driving made people
drive slower. Keywords: automotive user interfaces, car user interfaces, handwritten text input,
text input | |||
| You scratch my back and i'll scratch yours: combating email overload collaboratively | | BIBAK | Full-Text | 4711-4716 | |
| Manas Tungare; Manuel A. Pérez-Quiñones | |||
| Email is no longer perceived as a communication marvel, but rather as a
constant source of information overload. Several studies have shown that
accessing, managing, and archiving email threatens to affect users'
productivity. While several strategies and tools have been proposed to assuage
this burden, none have attempted to empower users to fight the overload
collaboratively. We hypothesize that despite differences in email management
practices and frequencies of filing among users, there is some degree of
similarity in the end-product of the organizational structures reached by those
working in close cooperative roles (e.g. members of a research group, employees
of an organization). In this paper, we describe a system that enables
collaborators to share their filing strategies among themselves. Tags applied
by one user are suggested to other recipients of the same email, thereby
amortizing the cost of tagging and email management across all stakeholders. We
wish to examine if such system support for semi-automated tagging reduces email
overload for all users, and whether it leads to overall time savings for an
entire enterprise as network effects propagate over time. Keywords: collaborative tagging, email management, personal information management | |||
| Tangibles for children, the challenges | | BIBAK | Full-Text | 4729-4732 | |
| Bieke Zaman; Vero Vanden Abeele; Panos Markopoulos; Paul Marshall | |||
| A significant proportion of research in the field of tangible interaction
involves children. A common aspiration is to offer benefits through
tangibility, related to ease of use and overall user experience while also
support learning and developmental processes. However, evaluation results are
often equivocal, and expectations of researchers not always verified. This
workshop aims to attract researchers who approach this topic of tangibility and
children from an empirical or design perspective. The purpose is to obtain a
good picture of what benefits we expect tangibility to provide (including novel
and future applications), establish what is the current empirical evidence to
support such claims (or what is missing), and motivate appropriate evaluation
methodologies for children. Keywords: child-computer interaction, evaluation methods, tangible and embedded
interaction | |||
| Computational creativity support: using algorithms and machine learning to help people be more creative | | BIBAK | Full-Text | 4733-4736 | |
| Dan Morris; Jimmy Secretan | |||
| The emergence of computers as a core component of creative processes,
coupled with recent advances in machine-learning, signal-processing, and
algorithmic techniques for manipulating creative media, offers tremendous
potential for building end-user creativity-support tools. However, the
scientific community making advances in relevant algorithmic techniques is not,
in many cases, the same community that is currently making advances in the
design, evaluation, and user-experience aspects of creativity support.
The primary objective of this workshop is thus to bring together participants from diverse backgrounds in the HCI, design, art, machine-learning, and algorithms communities to facilitate the advancement of novel creativity support tools. Keywords: algorithms, arts, creativity, machine learning | |||
| Location and the web: (LocWeb 2009) | | BIBAK | Full-Text | 4737-4740 | |
| Erik Wilde; Susanne Boll; Keith Cheverst; Peter Fröhlich; Ross Purves; Johannes Schöning | |||
| Location-based services are becoming increasingly Web-based, as a result of
the availability of networked mobile devices and mobile Internet access. The
"Location and the Web (LocWeb)" workshop targets the capabilities and
constraints of Web-based location-based services, which can be implemented as
browser-based applications, or as native applications using Web services. The
focus of this CHI workshop is on approaches which handle the complexity of
location-based services, specifically looking at location abstractions,
location sharing, context-relevant information, privacy issues, and interface
and interaction design. The goal of this workshop is to serve as a starting
point for attaining a better understanding of how the Web has to change in
order to embrace location as a first-level concept, and how these changes might
be reflected in applications and user interfaces that transform the Web into a
platform for location-based services. Keywords: location-based services, mobile computing, privacy, web services, world wide
web | |||
| Designing for reflection on experience | | BIBAK | Full-Text | 4741-4744 | |
| Corina Sas; Alan Dix | |||
| This paper outlines the rationale for the workshop and offers an outline of
its objectives. Keywords: body awareness., emotional awareness, reflection on experience, reflective
skills | |||
| Human-centered computing in international development | | BIBAK | Full-Text | 4745-4750 | |
| Nithya Sambasivan; Melissa Ho; Matthew Kam; Neesha Kodagoda; Susan Dray; John C. Thomas; Ann Light; Kentaro Toyama | |||
| This workshop continues the dialog on exploring the challenges in applying,
extending, and inventing appropriate methods and contributions of Humancentered
Computing (HCC) to International economic and community development, borne out
of tremendously successful HCI4D workshops at CHI 2007 and 2008. The workshop
aims at 1) providing a platform to discuss interaction design practices that
allow for meaningful embedding of interactive systems in the cultural,
infrastructural, and political settings where they will be used 2) addressing
interaction design issues in developing regions, as well as areas in the
developed world marginalized by poverty or other barriers. We hope to continue
to extend the boundaries of the field of Human-centered Computing (HCC) by
spurring on more discussion on how existing methods and practices can be
adapted/ modified, and how new practices be developed, to combat. Keywords: human-centered computing, international development, sustainability,
user-centered design, values | |||
| Sensemaking workshop CHI 2009 | | BIBAK | Full-Text | 4751-4754 | |
| Daniel M. Russell; Peter Pirolli; George Furnas; Stuart K. Card; Mark Stefik | |||
| How does one make sense of a large or complex task? By the term
"sensemaking" we mean the processes people go through to frame, collect,
organize and structure information to help understand a problem. Sensemaking is
what people do to get from the earliest phases of an information collecting and
organizing task to the conclusion. Sensemaking tasks are commonplace, and this
workshop is dedicated to understanding the range of sensemaking behaviors and
systems that can support sensemaking. Keywords: information seeking, information visualization, representation construction,
sensemaking | |||
| Crowd computer interaction | | BIBAK | Full-Text | 4755-4758 | |
| Barry Brown; Kenton O'Hara; Timothy Kindberg; Amanda Williams | |||
| HCI had moved from considering how individuals interact with computers to
thinking about how groups collaborate using technology. While there has been
research focused on large-scale on-line communities, little attention has been
paid to large groups of collocated assemblies, namely crowds. The evidence from
social psychology and sociology suggest that the social dynamics and behaviours
of crowds are distinct from those of smaller group formations. In this workshop
we want to think about new opportunities for designing crowd-centric
technologies and explore the factors that will shape interaction design for
large scale crowd computing. The workshop will explore themes related to
crowd-centric computing through hands-on crowd-based exercises, position papers
and discussion. Keywords: crowd-computer interaction, spectatorship, ubiquitous computing | |||
| Programming reality: from transitive materials to organic user interfaces | | BIBAK | Full-Text | 4759-4762 | |
| Marcelo Coelho; Ivan Poupyrev; Sajid Sadi; Roel Vertegaal; Joanna Berzowska; Leah Buechley; Pattie Maes; Neri Oxman | |||
| Over the past few years, a quiet revolution has been redefining our
fundamental computing technologies. Flexible E-Ink, OLED displays,
shape-changing materials, parametric design, e-textiles, sensor networks, and
intelligent interfaces promise to spawn entirely new user experiences that will
redefine our relationship with technology. This workshop invites researchers
and practitioners to imagine and debate this future, exploring two converging
themes. Transitive Materials focuses on how emerging materials and
computationally-driven behaviors can operate in unison blurring the boundaries
between form and function, human body and environment, structures and
membranes. Organic User Interfaces (OUI) explores future interactive designs
and applications as these materials become commonplace. Keywords: architecture, flexible computers, interaction design, interactive textiles,
organic UI, physical interaction, shape change, smart materials, tangible UI,
transitive materials, ubiquitous computing | |||
| Developing shared home behavior datasets to advance HCI and ubiquitous computing research | | BIBAK | Full-Text | 4763-4766 | |
| Stephen S. Intille; Jason Nawyn; Beth Logan; Gregory D. Abowd | |||
| Researchers in human-computer interaction and allied fields are increasingly
interested in using new sensing capabilities to create context-aware interfaces
and devices for the home. Data from sensors worn on the body or installed in an
environment can be used by algorithms to infer what activities the home
occupant may be engaged in and enable applications to respond accordingly. This
one-day CHI'09 workshop would convene a multidisciplinary group of researchers
to discuss strategies for creating community resources that might accelerate
research on development of home technologies. In particular, the participants
will discuss how to collaboratively gather high quality synchronized data
streams from real homes, as well as qualitative material about home occupants
and their behaviors. The resultant datasets could facilitate work on context
modeling and enable researchers in other areas of HCI to explore contextual
factors influencing the use of technology in naturalistic settings. The outcome
of the workshop will be a community index of existing shared datasets of home
behavior and guidelines for those interested in creating and disseminating new
datasets. Keywords: activity modeling, analysis tools, applications, community sharing, context
aware computing, data navigation, living laboratories, sensors | |||
| Multitouch and surface computing | | BIBAK | Full-Text | 4767-4770 | |
| Steven C. Seow; Dennis Wixon; Scott MacKenzie; Giulio Jacucci; Ann Morrison; Andy Wilson | |||
| Natural user interfaces (NUI) such as multitouch and surface computing are
positioned as the next major evolution in computing and user interfaces. Just
graphical user interfaces (GUIs) brought unprecedented interaction capabilities
to their command-line predecessors, we believe multitouch and surface computing
will spawn novel ways to interact with media and improve social usage patterns.
Since experimentation and deployment are currently limited, the exploration of
applications and interfaces in this area is still at an early stage. Keywords: NUI, multitouch, natural user interface, surface computing, touch computing | |||
| Evaluating new interactions in healthcare: challenges and approaches | | BIBAK | Full-Text | 4771-4774 | |
| Rebecca Randell; Geraldine Fitzpatrick; Stephanie Wilson; Lena Mamykina; Charlotte Tang | |||
| New technologies for supporting the provision of healthcare are increasingly
pervasive. While healthcare computing previously referred to a desktop computer
within the consulting room, we are now seeing an ever broader range of
software, hardware and settings. This workshop is concerned with how to conduct
evaluations which allow assessment of the overall impact of technology. The
workshop will explore challenges and approaches for evaluating new interactions
in healthcare. In this paper we outline the goals for this workshop and
summarize the issues and questions it intends to explore. Keywords: evaluation, healthcare | |||
| Social mediating technologies: developing the research agenda | | BIBAK | Full-Text | 4775-4778 | |
| Alistair Sutcliffe; Victor M. Gonzalez; Robert Kraut | |||
| Social Mediating Technologies (SMTs) range from e-mail to social networking
sites and community websites. The popularity of these technologies is
increasing rapidly, yet we have little understanding about how and why people
find these technologies so appealing. The research challenge is to try to
understand the causal drivers for usage of social technologies, and
theory-based understanding of how the affordances of such technologies meet
with people's cognitive and social needs. This workshop will provide a forum
for researchers to synthesise current knowledge on SMTs and map out future
research directions. Keywords: computer-mediated communication, e-communities, social networking sites | |||
| Workshop on end user programming for the web | | BIBAK | Full-Text | 4779-4782 | |
| Allen Cypher; Tessa Lau; Jeffrey Nichols; Mira Dontcheva | |||
| In the past several years, there has been a resurgence in research activity
in end user programming (EUP), all focused on the web. This work is spread
across a variety of institutions and has been published in a variety of
conference venues, including CHI, UIST, IUI, and WWW. This workshop will bring
these researchers together for a common discussion, with the following goals:
establish a sense of community amongst researchers in this area; discuss common
problems and lessons learned about doing research in EUP for the web; define a
standard corpus of tasks that can be used to evaluate current and future EUP
systems; and plan the publication of an edited book on the topic of end user
programming for the web. Keywords: end user programming, web | |||
| Interacting with temporal data | | BIBAK | Full-Text | 4783-4786 | |
| Wendy E. Mackay; Max G. Van Kleek; Aurélien Tabard | |||
| Time serves as a basis for measuring the occurrence and evolution of natural
phenomena, and governs the coordination of many of our everyday life
activities. As the capacities of our digital tools have grown, they have begun
to make readily available to us unprecedented quantities of new, rich,
structured temporal information about the people and things in our lives. This
abundance of information has laid open avenues for new tools and applications
-- applications which, in turn, introduce new demands on interface mechanisms
used to display, represent and interact with temporal data.
This workshop, the second in a series on Capturing, Interacting with and Visualizing Temporal Data, will focus on such demands, examining interaction challenges emerging across new application domains. Keywords: information interfaces, temporal data visualisation and interaction | |||
| The reign of catz & dogz at CHI 2009 | | BIBAK | Full-Text | 4787-4790 | |
| Shaun Lawson; Thomas Chesney | |||
| Despite the enormous commercial successes of products such as Nintendogs,
very little is known about people's interactions with artificial
representations of animals. However there is an increasing body of research in
different disciplines which could be used to better understand such
interactions. The Reign of Catz & Dogz at CHI 2009 is a one day workshop which
will bring together researchers in an inter-disciplinary, international and
multi-cultural setting to explore the relevant issues surrounding interactions
with virtual creatures and the role such creatures will play in the future. Keywords: companionship, human robot interaction, virtual pets | |||
| Best practices in longitudinal research | | BIBAK | Full-Text | 4791-4794 | |
| Catherine Courage; Jhilmil Jain; Stephanie Rosenbaum | |||
| This workshop will identify best practices for longitudinal research through
an in-depth exploration of methods and metrics for collecting and analyzing
user data over time. This is the fourth event in an ongoing effort by the
organizers to enhance our current body of knowledge about longitudinal
research. Keywords: comparative analysis, longitudinal data, longitudinal research, study
design, user research | |||
| Mobile user experience research: challenges, methods & tools | | BIBAK | Full-Text | 4795-4798 | |
| Yelena Nakhimovsky; Dean Eckles; Jens Riegelsberger | |||
| We are currently witnessing rapid innovation in mobile user experience (UX)
research. The HCI community is creating and adapting research methods, tools,
and infrastructure for mobile-specific challenges and opportunities. This
workshop brings together researchers from industry and academia, designers, and
creators of research tools, who faced the challenges of mobile UX research and
responded with innovative approaches. We will examine the co-evolution of
methods and tools by considering their goals and requirements, and how these
are shared across different approaches. Keywords: mobile research, research methods, research tools | |||
| Age matters: bridging the generation gap through technology-mediated interaction | | BIBAK | Full-Text | 4799-4802 | |
| David A. Harley; Sri H. Kurniawan; Geraldine Fitzpatrick; Frank Vetere | |||
| Internet-based, mobile and pervasive technologies provide the means for
older people to establish and maintain intergenerational relationships over
long distances. However the significance of this intergenerational context has
been largely ignored when considering potential interactions and the design of
new technologies. This workshop aims to explore what the important issues are
when considering intergenerational contact as a significant context for design.
The overarching objective of this workshop is to identify key research themes
in respect of intergenerational communication and its implications for the
design of interactive systems. Keywords: intergenerational communication, older users | |||
| Building a unified framework for the practice of experience design | | BIBAK | Full-Text | 4803-4806 | |
| John Zimmerman; Jodi Forlizzi; Ilpo Koskinen | |||
| This workshop challenges design practitioners and researchers to begin
creating a unified framework for the practice of experience design. Keywords: design practice, design theory, experience design, theory in practice | |||
| Engagement by design | | BIBAK | Full-Text | 4807-4810 | |
| Timothy W. Bickmore; Sunny Consolvo; Stephen S. Intille | |||
| The focus of this workshop is on the development of interfaces for
long-term, voluntary use, spanning dozens, if not thousands, of interactions,
and in which maintenance of user adherence to a desired interaction usage
pattern is of primary interest. Domains in which these issues are important
include: wellness applications, such as long-term exercise or diet promotion;
web site "stickiness"; multi-session intelligent tutoring systems; and computer
games. This one-day CHI'09 workshop brings together researchers from a wide
spectrum of disciplines who share a common interest in finding theoretical
frameworks, models, and design methodologies to support longitudinal HCI. Keywords: adherence, compliance, engagement, health behavior change, longitudinal
study | |||
| Challenges in evaluating usability and user experience of reality-based interaction | | BIBAK | Full-Text | 4811-4814 | |
| Georgios Christou; Effie Lai-Chong Law; William Green; Kasper Hornbaek | |||
| This workshop aims to further the understanding of the challenges relating
to the evaluation methods of usability and user experience that are specific to
Reality-Based Interaction (RBI), and to identify effective practical responses
to these challenges. The emergence of Post-WIMP interfaces has led to new ways
of interacting with technologies. However, there are still no integrated ways
of evaluating the usability and user experience of these interfaces. Developers
and designers are left to discover their own metrics and evaluation methods.
This approach presents problems, in that the metrics used in each case may
provide results that are neither valid nor meaningful. For this reason, the
time is ripe to integrate the methods that have been developed for evaluating
interfaces that belong to the RBI umbrella. The measures and techniques will
then be turned into a framework that enables designers of RBI interfaces to
select appropriately existing methods and tools to evaluate systematically the
usability and user experience of their prototypes and products. Reusing and
adapting validated evaluation approaches can not only avoid reinventing the
wheel and wasting time but also further improve and consolidate these
approaches. Such a framework will also provide a basis for comparison between
designs of RBI interfaces in different application contexts. Keywords: evaluation, human-computer interaction, reality-based interaction,
usability, user experience | |||
| Whole body interaction | | BIBAK | Full-Text | 4815-4818 | |
| David England; Eva Hornecker; Chris Roast; Pablo Romero; Paul Fergus; Paul Marshall | |||
| In this workshop we explore the notation of whole body interaction. We bring
together different disciplines to create a new research direction for study of
this emerging form of interaction. Keywords: motion capture, multi-modal, physicality, whole body interaction | |||
| The changing face of digital science: new practices in scientific collaborations | | BIBAK | Full-Text | 4819-4822 | |
| Cecilia R. Aragon; Sarah Poon; Claudio T. Silva | |||
| The confluence of two major trends in scientific research is leading to an
upheaval in standard scientific practice. A new generation of scientists,
working in large-scale collaborations, is repurposing social software for use
in collaborative science. Existing social tools such as chat, IM, and
FriendFind are being adopted and modified for use as group problem-solving
facilities. At the same time, exponentially greater and more complex datasets
are being generated at a rate that is challenging the limits of current
hardware, software, and human cognitive capability. A concerted effort to
develop new software tools to handle this data tsunami is redefining the
collaboratory and represents a new frontier for computer supported cooperative
work.
We are hoping this workshop can build community among researchers studying and/or building software for scientific collaborations. Keywords: scientific collaboratories, scientific data analysis, scientific groupware,
visualization | |||
| DIY for CHI: methods, communities, and values of reuse and customization | | BIBAK | Full-Text | 4823-4826 | |
| Leah Buechley; Daniela K. Rosner; Eric Paulos; Amanda Williams | |||
| People tinker, hack, fix, reuse, and assemble materials in creative and
unexpected ways, often codifying and sharing their production process with
others. Do-it-yourself (DIY) encompasses a range of design activities that have
become increasingly prominent in online discussion forums and blogs, in
addition to a small-but-growing presence in professional/research forums such
as CHI. This workshop will explore DIY practice from the ground up -- examining
DIY as a set of methods, communities, values and goals and examining its impact
in the domains of traditional crafts, technology development, and sustainable
design. Keywords: creativity, customization, design, do-it-yourself, online communities, reuse | |||
| Defining the role of HCI in the challenges of sustainability | | BIBAK | Full-Text | 4827-4830 | |
| Elaine M. Huang; Eli Blevis; Jennifer Mankoff; Lisa P. Nathan; Bill Tomlinson | |||
| Sustainability is an increasingly prominent and critical theme in the field
of HCI. More needs to be known about how to critique and assess design from the
perspective of sustainability, and how to integrate sustainability into the
practice of HCI. This workshop focuses on achieving this integration,
identifying challenges, and defining directions for Sustainable Interaction
Design (SID). Keywords: design, evaluation, methods, sustainability, sustainable interaction design | |||