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CHI Tables of Contents: 05-206-106-207-107-208-108-209-109-210-110-211-111-212-112-213-113-214-114-215-115-2

Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems

Fullname:Proceeding of the twenty-eighth international conference extended abstracts on Human factors in computing systems
Note:We Are CHI
Editors:Elizabeth Mynatt; Don Schoner; Geraldine Fitzpatrick; Scott Hudson; Keith Edwards; Tom Rodden
Location:Atlanta, Georgia
Dates:2010-Apr-10 to 2010-Apr-15
Volume:2
Publisher:ACM
Standard No:ISBN 1-60558-930-6, 978-1-60558-930-5; ACM DL: Table of Contents hcibib: CHI10-2
Papers:356
Pages:2174
Links:Conference Home Page
  1. CHI 2010-04-10 Volume 2
    1. alt.chi: monsters attack!
    2. alt.chi: alternative methods
    3. alt.chi: i need your input
    4. alt.chi: imagine all the people
    5. Doctoral consortium
    6. Media showcase session 1
    7. Media showcase session 2
    8. Media showcase session 3
    9. Media showcase session 4
    10. Panel session 1
    11. Panel session 2
    12. Panel Session 3
    13. SIGs session 1
    14. SIGs session 2
    15. SIGs session 3
    16. SIGs session 4
    17. Work-in-progress, April 12-13
    18. Work-in-progress, April 14-15
    19. Student research competition
    20. Workshops
    21. Session: call centers
    22. Session: language 2.0
    23. Session: medical exploration
    24. Session: tagging
    25. Session: software and methods
    26. Session: bang a table
    27. Session: interactions in the world
    28. Session: tools affecting the enterprise
    29. Session: on the phone
    30. Session: usability methods and new domains
    31. Session: cooking, classrooms, and craft
    32. Session: finding your mojo and doing some
    33. Session: software understanding and maintenance
  2. 2010-04-10 Volume 2
    1. Session: users and attention on the web
  3. CHI 2010-04-10 Volume 2
    1. Session: going to the mall -- shopping and product design
    2. Media showcase -- video night

CHI 2010-04-10 Volume 2

alt.chi: monsters attack!

Sequential art for science and CHI BIBAKFull-Text 2651-2660
  Duncan Rowland; Dan Porter; Mel Gibson; Kevin Walker; Joshua Underwood; Rose Luckin; Hilary Smith; Geraldine Fitzpatrick; Judith Good; Brendan Walker; Alan Chamberlain; Stefan Rennick Egglestone; Joe Marshall; Holger Schnädelbach; Steve Benford
This paper illustrates our preliminary studies of new interactive tools that support the generation of sequential art for entertainment, learning and scientific discourse. In the first of two examples, primary school students document a practical science session through the creation of a photostory. In the second, participants in a study on the biological nature of thrill create a souvenir photostory by selecting images from a DVD. The paper is written in a comic-book format to further explore and highlight the communicative capabilities of the medium, one that can be visually attractive and facilitate rapid dissemination to a wide audience.
Keywords: comic, experience report, narrative, photo-story, photostory, sequential art, visual aesthetics
Early explorations of CAT: canine amusement and training BIBAKFull-Text 2661-2670
  Chadwick A. Wingrave; Jeremy Rose; Todd Langston; Joseph J., Jr. LaViola
Cross-species computer applications have a history of blended science and humor, despite the real potential for improving the canine-human bond. New activities available to humans in the electronic age can be used to improve this bond. By using a serious games approach, this project motivates the human to spend time with their canine in healthy and informative ways. An iterative design process, with a canine behavior expert, has produced a prototype focused on calm, healthy and enjoyable games for both canine and human. Formative results and guidelines are reported, as are current and future directions.
Keywords: canine, cross-species, dog, serious games, training
The coffee lab: developing a public usability space BIBAKFull-Text 2671-2680
  Maria Karam
Introducing the Coffee Lab: a novel concept for conducting usability studies in a public space where anyone can experience and evaluate research novel interactive systems. The Coffee Lab serves as a model for the public usability lab, which extends the methods common to laboratory-based usability experiments by adapting prototypes, usability methods, and task interactions to suit different scenarios. Details on the design and implementation of public evaluation methods are discussed, along with a description of the Coffee Lab, and two ongoing public usability tests.
Keywords: ethnography, evaluation, methodology, public usability
Augmented reality, surface style: extending displays through fiber optics BIBAKFull-Text 2681-2684
  Paul Hoover; Luis E. Cabrera; Curt Aumiller
Most displays can show information only on a planar surface. In some cases it is advantageous to extend the display into the third dimension or inside objects on the surface. For instance, a person on one side of an interactive table might want to read a message displayed privately to themselves. This paper describes a novel use of fiber optics to take the light from a planar surface and extend it to display into the third dimension, both vertically and in any direction that the fiber optic is bent.
Keywords: 3D display, augmented reality, design, display, fiber optics
There's a monster in my kitchen: using aversive feedback to motivate behaviour change BIBAKFull-Text 2685-2694
  Ben Kirman; Conor Linehan; Shaun Lawson; Derek Foster; Mark Doughty
In this paper we argue that "persuasive technologies," developed to motivate behaviour change in users, have so far failed to exploit the established body of empirical research within behavioural science. We propose that persuasive technologies may benefit from both adapting to individual preferences, and a constructive use of aversive, in addition to appetitive, feedback. We detail an example application that demonstrates how this approach can be incorporated into an application designed to train users to adopt more environmentally friendly behaviours in their domestic kitchens.
Keywords: behavioural psychology, connected kitchens, environmental awareness, negative reinforcement, persuasive technology
Blowtooth: pervasive gaming in unique and challenging environments BIBAKFull-Text 2695-2704
  Conor Linehan; Ben Kirman; Shaun Lawson; Mark Doughty
This paper describes Blowtooth, a Bluetooth-implemented pervasive game where players smuggle virtual drugs through real airport security with the help of unknowing bystanders. The game explores the nature of pervasive game playing in environments that are not generally regarded as playful or "fun," and where people are subject to particularly high levels of intrusive surveillance and monitoring. Six participants who were travelling internationally within a two-week period were recruited to evaluate the game. Findings suggest that creating pervasive games that incorporate the unique features of their context as part of the game may provide enjoyable, novel and thought-provoking experiences for players.
Keywords: airports, critical games, mobile games, non-places, non-players, pervasive games, provocative games

alt.chi: alternative methods

Hard-to-use interfaces considered beneficial (some of the time) BIBAKFull-Text 2705-2714
  Yann Riche; Nathalie Henry Riche; Petra Isenberg; Anastasia Bezerianos
Researchers in HCI share a common understanding that 'easy-to-use', 'easy-to-learn' and 'intuitive' interfaces are beneficial to users. Designing such interfaces raises challenges and often requires multiple iterations. While we are generally prompt to discard more hard-to-use interfaces and smooth out usability issues, we want to raise here the issue of their potential benefits. We de-scribe two cases in which we observed potential bene-fits from introducing barriers for collaborating and communicating with others. We attempt to shed a new light on interfaces with usability "problems" and how these problems may benefit system efficiency and user experience. We end with a discussion of the pros and cons of making systems harder for people to use, and how to integrate this perspective in the design process.
Keywords: collaboration, communication, easy-to-use, hard-to-use, usability, user experience, user interfaces
Communicating software agreement content using narrative pictograms BIBAKFull-Text 2715-2724
  Matthew Kay; Michael Terry
We present narrative pictograms, illustrative diagrams designed to convey the abstract concepts of software agreements. Narrative pictograms arose out of a need to create software agreements that are comprehensible without written language. We first present example diagrams designed to describe the data collection policies of research software, and the composition rules used to create them. We then present our design process and lessons learned during design. Finally, we present results from an evaluation based on the ISO 9186-1 test for graphical symbols.
Keywords: informed consent, open source, pictograms, wordless diagrams
There's methodology in the madness: toward critical HCI ethnography BIBAKFull-Text 2725-2734
  Amanda M. Williams; Lilly Irani
We examine the expansion of topic areas for qualitative research in HCI publications, focusing on representations of users and field sites. We examine further developments in anthropological methodologies during a critical period of the late 1980s and 90s. We identify concerns shared by both research communities, in particular, the relationships between researcher and informant, and the construction of bounded settings for field work. We then argue that ethnographic approaches and theoretical commitments which came to the fore after Anthropology's critical turn can be usefully applied, in ways that can inspire design, to investigations of social practice and technology appropriation.
Keywords: DIY, ethnography, methodology, mobility, rhetoric
Interaction design in the university: designing disciplinary interactions BIBAKFull-Text 2735-2744
  Gale Moore; Danielle Lottridge
Interaction design (ID) as a field emerged in the late 1990s with roots in both the HCI and design communities. We ask whether the 'interdisciplinary' agenda of the 3rd paradigm of HCI can be accommodated in the traditional disciplined university. An alternate model of 'interdisciplinarity' offers one way forward, but calls for clarity on the question of what interaction design aspires to be. We offer the notion of 'disciplined transdisciplinarity' as an exciting and perhaps necessary way of solving the complex problems that ID researchers face, and illustrate this with examples drawn from the area of emotional design and assessment. Our bridge between 3rd paradigm, knowledge production and what we are calling 'disciplined transdisciplinary' yields insights into the path toward institutionalizing and legitimating research on ID and academic careers in this field in the university.
Keywords: institutionalization, interaction design, interdisciplinarity, multidisciplinarity, paradigms, promotion, tenure, transdisciplinarity, university
Design situations and methodological innovation in interaction design BIBAKFull-Text 2745-2754
  Gilbert Cockton
This juried alt.chi paper argues that philosophy can seed HCI innovations. Recent developments in ontology open up novel methodological opportunities. Alain Badiou's situational ontology breaks an apparent impasse between essentialism and relationalism. For Badiou, the essence of any entity is a multiplicity formed from what is counted-as-one, but its parts bring potentials for change. These can exploited through the concept of design situations that contain infinite opportunities for designing as connecting. Far from being a barren abstraction, this opens up new spaces for demonstrable practical methodological innovation in Interaction Design.
Keywords: design situations, designing as connecting, interaction design and evaluation approaches (ideas), situational ontology
Experience in social affective applications: methodologies and case study BIBAKFull-Text 2755-2764
  Paul André; m.c. schraefel; Alan Dix; Ryen W. White
New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application.
Keywords: affect, design, evaluation, experience, methodology, social, social networking, well-being

alt.chi: i need your input

Tangible interfaces for download: initial observations from users' everyday environments BIBAKFull-Text 2765-2774
  Enrico Costanza; Matteo Giaccone; Olivier Kueng; Simon Shelley; Jeffrey Huang
Tangible user interfaces (TUIs) have been promoted and discussed in the HCI community for 15 years. Most reported TUIs are research prototypes, available in laboratories or museums. This paper reports an attempt to understand the impact of TUIs in users' everyday environments through a low-cost, simple set-up tangible interface for music that can be freely downloaded from a website. The system requires only a regular computer, a webcam and a printer -- the physical parts of the interface can be folded out of ordinary paper. Logging interaction with the interfaces and analyzing content posted by users on the web we observed that the TUIs were accepted as normal: just interfaces to make music rather than esoteric systems.
Keywords: d-touch, large-scale user observation, music sequencer, tangible user interface, user generated content
Tangible video bubbles BIBAKFull-Text 2775-2784
  Kimiko Ryokai; Hayes Raffle; Hiroshi Horii; Yotam Mann
We introduce the Tangible Video Bubbles, a new video-based drawing space for children to create expressive video art. A Tangible Video Bubble acts both as a container for children's expressions, as well as an instrument with which children can perform with their recorded video by squeezing and stretching the physical bubble. We present our iterative design process and evaluation of the play space with children, and discuss a new approach to making video creation more concrete and playful for children.
Keywords: children, communication tools, drawings, tangible, toys, video recording and playback
Adaptive mouse: a deformable computer mouse achieving form-function synchronization BIBAKFull-Text 2785-2792
  Sheng Kai Tang; Wen Yen Tang
In this paper, we implement a computer mouse for demonstrating the idea of form-function synchronization by embedding deformation sensing modules consisting of deformable foam and Hall-effect sensors. Due to its automatic sensing, recognizing and actuating mechanisms actively responding to users' diverse gestures, we have chosen to name it Adaptive Mouse. Working with Adaptive Mouse, all users have to do is to hold it with preferred hand gestures, then through the use of their fore and middle fingers the correct button functions will intuitively be triggered. Users can also freely move the mouse and always get accurate cursor feedbacks. This "intuitive holds then clicks" action creates sense of "magic", and the mouse shape with minimum visual clues not only lowers mental loads but also achieves the goal of simplicity design.
Keywords: adaptive product, computer mouse, form-function synchronization, intuitive interface
Manual deskterity: an exploration of simultaneous pen + touch direct input BIBAKFull-Text 2793-2802
  Ken Hinckley; Koji Yatani; Michel Pahud; Nicole Coddington; Jenny Rodenhouse; Andy Wilson; Hrvoje Benko; Bill Buxton
Manual Deskterity is a prototype digital drafting table that supports both pen and touch input. We explore a division of labor between pen and touch that flows from natural human skill and differentiation of roles of the hands. We also explore the simultaneous use of pen and touch to support novel compound gestures.
Keywords: bimanual input, gestures, pen, tabletop, tablets, touch
Planz to put our digital information in its place BIBAKFull-Text 2803-2812
  William Jones; Dawei Hou; Bhuricha Deen Sethanandha; Sheng Bi; Jim Gemmell
Planz provides a single, integrative document-like overlay to a folder hierarchy through the dynamic, on-demand assembly of XML fragments. This overlay provides a context in which to create or reference not only files but also email messages, web pages and informal notes. This paper describes an evaluation of Planz over a period of several days during which participants compared their experiences on two projects -- one involving "status quo" methods, a second project involving Planz. Also discussed is an architecture that extends on the front-end to provide additional overlays and on the back-end in support of additional information stores. Work on Planz is guided by a vision of "structural integrity": Many tools, many modes of interaction applied to a common structure for the organization of and access to personal information.
Keywords: PIM, personal information management, project planning
Only one Fitts' law formula please! BIBAKFull-Text 2813-2822
  Heiko Drewes
The HCI community uses at least four different formulas for Fitts' law. Each of them is derived from Shannon's information theory. This raises the question which formula is wrong and which is right. While the HCI community on the one hand gives free choice for the formula, it demands good statistical values for the evaluation on the other hand. From a scientific point of view this situation is not satisfying.
Keywords: Fitts' law, correlation

alt.chi: imagine all the people

Edits & credits: exploring integration and attribution in online creative collaboration BIBAKFull-Text 2823-2832
  Kurt Luther; Nicholas Diakopoulos; Amy Bruckman
Attribution allows online reputations to be formed and motivates many contributions to online creative collaboration. Yet, we know little about attribution practices in online creative collaboration and the technologies that shape them. This paper describes a study of online collaborative animation projects, focused on the practices surrounding integration and attribution. We found that both tasks are closely related and often completed by a single person, a process we call "cr-editing." We also identify frustrations with existing practices and systems and propose design considerations for alleviating them. Our findings offer insights into the growing space of online remixing, mashups, and creativity.
Keywords: animation, attribution, authorship, credit, integration
Multi-lifespan information system design in post-conflict societies: an evolving project in Rwanda BIBAKFull-Text 2833-2842
  Batya Friedman; Lisa P. Nathan; Milli Lake; Nell Carden Grey; Trond T. Nilsen; Robert F. Utter; Elizabeth J. Utter; Mark Ring; Zoe Kahn
In this paper we report on our early-stage research and design efforts to provide Rwandans with access to and reuse of video interviews from the International Criminal Tribunal for Rwanda. More generally, we investigate methods and designs that can be deployed successfully within a post-conflict political climate concerned about recurring violence. This work: (1) directly supports the Rwandan people in their efforts to achieve justice, healing and reconciliation; (2) provides the HCI community with methods and approaches for undertaking design in post-conflict situations; and (3) describes the first empirical exploration of multi-lifespan information system design.
Keywords: access, adaptation, appropriation, multi-lifespan information system design, post-conflict society, reuse, value sensitive design, value tensions
Cross currents: water scarcity and sustainable CHI BIBAKFull-Text 2843-2852
  Tad Hirsch; Ken Anderson
Growing awareness of the threats posed by global freshwater shortages coupled with increased interest in environmental sustainability among CHI researchers make water management a ripe area for new CHI applications. This paper presents a qualitative study of practices and attitudes in a water-stressed region of the United States. We describe water conservation as a culturally-situated activity influenced by a variety of social factors, and show "sustainability" to be a complicated concept rife with competing, often incompatible interpretations and prescriptions. We discuss implications for designing interfaces that encourage personal conservation, and identify environmental policy making as an area ripe for new CHI activity. Finally, we suggest that sustainability has the potential to move from the periphery of CHI research and become a galvanizing force for the community at large.
Keywords: conservation, design, sustainability, water
Connect 2 congress: visual analytics for civic oversight BIBAKFull-Text 2853-2862
  Peter Kinnaird; Mario Romero; Gregory Abowd
Strong representative democracies rely on educated, informed, and active citizenry to provide oversight of the government. We present Connect 2 Congress (C2C), a novel, high temporal-resolution and interactive visualization of legislative behavior. We present the results of focus group and domain expert interviews that demonstrate how different stakeholders use C2C for a variety of investigative activities. The evaluation provided evidence that users are able to support or reject claims made by candidates and conduct free-form, low-cost, exploratory analysis into the legislative behavior of representatives across time periods.
Keywords: e-government, information visualization, poole-rosenthal, roll call analysis, vote analysis, voting analysis
Who are the crowdworkers?: shifting demographics in mechanical turk BIBAKFull-Text 2863-2872
  Joel Ross; Lilly Irani; M. Six Silberman; Andrew Zaldivar; Bill Tomlinson
Amazon Mechanical Turk (MTurk) is a crowdsourcing system in which tasks are distributed to a population of thousands of anonymous workers for completion. This system is increasingly popular with researchers and developers. Here we extend previous studies of the demographics and usage behaviors of MTurk workers. We describe how the worker population has changed over time, shifting from a primarily moderate-income, U.S.-based workforce towards an increasingly international group with a significant population of young, well-educated Indian workers. This change in population points to how workers may treat Turking as a full-time job, which they rely on to make ends meet.
Keywords: crowdsourcing, demographics, human computation, mechanical turk, user surveys
Public issues on projected user interface BIBAKFull-Text 2873-2882
  Ju-Chun Ko; Li-Wei Chan; Yi-Ping Hung
What will happen when pocket projectors become mainstream personal display channels? What will be affected when numerous projections intrude our living space without proper control? Today's technology in projection has promised a big screen viewing experience from mobile devices, pushing us toward a truly ubiquitous display environment. But, is our society prepared for the next projection-generation?
   We argue that the Projected user interface (PUI) will introduce new problems both in environmental and social aspects which are seldom been explored. This paper explores our rights to project and be projected in public space. Can we project on human body without asking for permission? Can we refuse to be projected? Can projection pollute the environment and influence the people therein? This paper proposes several issues about people's rights on projection, and provide discussions on possible solutions.
Keywords: handheld projector, multi-user interaction, projected user interface, public display

Doctoral consortium

Exploring mobile technologies for the urban homeless BIBAKFull-Text 2883-2886
  Christopher A. Le Dantec
My research examines the practical and social impact of technology on the urban homeless. To accomplish this, I have conducted interviews with the homeless to understand how technology-from mobile phones to bus passes-affects their lives. I have also conducted ethnographic fieldwork at care providers to understand how technology figures into the provision of care for the homeless. These formative studies have motivated the design of a set of information sharing services that aggregate information available in the community and provide it to the homeless via mobile phones. I will deploy this system to diverse set of homeless individuals to better understand how such technologies fit within the social and economic constraints of the homeless community. I expect my research to result in theoretical contributions and guidelines for designing for uncommon users, like the homeless.
Keywords: homeless, social computing, urban computing, values in design
Evaluating the social acceptability of multimodal mobile interactions BIBAKFull-Text 2887-2890
  Julie Rico
Multimodal mobile interfaces require users to adopt new and possibly strange behaviors in public places. It is important to design these interfaces to account for the social restrictions of public settings. However, past research in multimodal interaction has primarily focused on issues of sensing and recognition rather than the investigation of user opinions and social factors that influence the acceptance of multimodal interfaces. This research examines the factors affecting social acceptability of multimodal interactions, beginning with gesture-based interfaces. This work includes a survey and an on-the-street user study that examine how users determined which gestures were acceptable. Future work seeks to examine other modalities, in order to create guidelines for socially acceptable designs and a methodology for investigating social acceptability.
Keywords: mobile interfaces, multimodal interfaces, social acceptability
HCI methods for including adults with disabilities in the design of CHAMPION BIBAKFull-Text 2891-2894
  Suzanne Prior
The demand for software, suitable for users with complex communication needs and other disabilities, is increasing. However, traditional HCI design methods are not always suitable for these users. To address this, the CHAMPION project is piloting adapted methods in the development of a patient hospital profile for this user group. Initial results show that users with cognitive and communication disabilities can be involved in participatory design. The challenge is now to develop meaningful evaluation methods for this group.
Keywords: accessibility, disability, inclusive design, methodology, usability
Heads-up engagement with the real world: multimodal techniques for bridging the physical-digital divide BIBAKFull-Text 2895-2898
  Simon Robinson
The vast and ever-increasing collection of geo-tagged digital content about the physical world around us has prompted the development of interaction methods for various different scenarios. However, the map-based views common on desktop computers are not always appropriate when considering mobile usage. The aim of this research is to provide suitable methods that can encourage user interaction with geo-located digital content, avoiding unnecessary interference with the user's immersion in the physical world around them. This extended abstract outlines the work published to date, suggests future areas of research, and highlights the key contributions brought to the HCI community.
Keywords: engaging, geo-web, haptics, heads-up, interaction, location-aware, mobile, multimodal, sensors
Supporting medical communication with a multimodal surface computer BIBAKFull-Text 2899-2902
  Anne Marie Piper
This research explores the utility of a multimodal surface computer for supporting medical communication between older adults and health care providers. Research involves a field study of health care communication practices, the design of a multimodal surface computer application, and an in-context evaluation of the technology at a local retirement community.
Keywords: multimodal interaction, older adults, surface computing
Interfaces beyond the surface: a structural approach to embodiment BIBAKFull-Text 2903-2906
  Fabian Hemmert
This work aims to contribute to the theory and practice of embodied interaction. It criticizes that its underlying term of Embodiment has not been defined sufficiently, and is, consequently, used inconsistently. It also argues that this circumstance is a problematic one.
   It presents an attempt to provide more clarity to the theory of embodiment, as a basis for the practice of designing embodied interaction in Tangible User Interfaces (TUIs). It proposes a purely structural approach, derived from Heidegger's works around 'Being and Time' [3].
   Aspects and criteria of Embodiment (as which Heideggerian Dinglichkeit is interpreted) in the literature are reviewed in this work, and applied to the design practice of Embodied Interaction.
Keywords: embodied interaction, tangible user interfaces, theory
Lowering the barrier to applying machine learning BIBAKFull-Text 2907-2910
  Kayur Patel
Researchers have used machine learning algorithms to solve hard problems in a variety of domains, enabling exciting, new applications of computing. However, research results have not transferred to software solutions. In part, this is because developing software with machine learning algorithms is itself difficult. My dissertation work aims to understand why using machine learning is difficult and to create tools that lower the bar so that more developers can effectively use machine learning.
Keywords: machine learning
The role of tangible technologies for special education BIBAKFull-Text 2911-2914
  Taciana Pontual Falcão
The physicality and multisensory aspect of tangibles make them particularly suitable for children with special needs. To date, however, there is little empirical research on tangibles for supporting cognition and learning difficulties. This research aims to investigate the role of tangibles in supporting attention, verbal memory and abstract thinking of children with learning needs, particularly when collaborating with peers.
Keywords: learning disabilities, science learning, tangibles
Improved window switching interfaces BIBAKFull-Text 2915-2918
  Susanne Tak; Andy Cockburn
In this research, we explore ways of improving window switching interfaces. Empirical studies reveal how people currently organise and switch between windows. These characteristics inform our new design: Spatially Consistent Thumbnails Zones (SCOTZ).
Keywords: longitudinal studies, novel interaction techniques, window switching, window use
Creating salient summaries of home activity lifelog data BIBAKFull-Text 2919-2922
  Matthew L. Lee
Keeping track of the fluctuations in functional abilities that elders experience is important for early detection of cognitive decline and maintaining independence. In this proposal, I describe my research in understanding how to design ubiquitous home sensor systems that can monitor how well individuals carry out everyday activities important for independence. These systems collect an overwhelmingly large amount of data and thus only the most salient details need to be presented. I will identify the information needs of stakeholders to inform the design of salient summaries of the data for elders, their family caregivers, their doctors, and their therapists to become more aware of changes functional abilities. I also describe the technical, HCI, and clinical contributions of this work.
Keywords: caregiver, elder, embedded assessment, functional abilities, lifelog, salient summary, sensors
Emotions experienced by families living at a distance BIBAKFull-Text 2923-2926
  Hyesook Kim; Andrew Monk
This paper describes some of the results of a probe study where members of three-generational families, where at least one person is geographically separated from the others, talk about their emotional experiences. The method for eliciting this information is briefly described along with some of the themes identified in a grounded theory analysis. These include: sharing the moment with pride; reassurance with regard to intergenerational obligations; comfort and consolation from yearning; and little time to give comfort to one another.
Keywords: affective communication, emotion, grounded theory analysis, presence technology, probes
Studying and tackling temporal challenges in mobile HCI BIBAKFull-Text 2927-2930
  Joel E. Fischer
In this paper, I present the idea of receptivity as a broader concept than interruptibility alongside empirical studies of receptivity to interruptions on mobile devices in naturalistic settings, and a methodology based around experience-sampling in order to inform and motivate the development of concepts and models for system design that respond to issues of receptivity in general and temporal challenges such as timing and episodic engagement in particular.
Keywords: context, esm, experience-sampling method, interruptibility, interruptions, mobile HCI, receptivity, time
Supporting and transforming leadership in online creative collaboration BIBAKFull-Text 2931-2934
  Kurt Luther
Behind every successful online creative collaboration, from Wikipedia to Linux, is at least one effective project leader. Yet, we know little about what such leaders do and how technology supports or inhibits their work. My dissertation investigates online creative collaboration in the novel context of animated movie-making, focusing on the role of leadership. I first conducted two empirical studies of existing leadership practice in online communities of animators. I am currently designing two Web-based collaborative systems based on these findings. My evaluation compares both systems with existing practice to elicit broader principles of online creative collaboration.
Keywords: animation, creativity, leadership, online creative collaboration, open source, social computing
Real-time interaction with supervised learning BIBAKFull-Text 2935-2938
  Rebecca Fiebrink
My work concerns the design of interfaces for effective interaction with machine learning algorithms in real-time application domains. I am interested in supporting human interaction throughout the entire supervised learning process, including the generation of training examples. In my dissertation research, I seek to better understand how new machine learning interfaces might improve accessibility and usefulness to non-technical users, to further explore how differences between machine learning in practice and machine learning in theory can inform both interface and algorithm design, and to employ new machine learning interfaces for novel applications in real-time music composition and performance.
Keywords: interface design, machine learning, music performance
HCI on the move: methods, culture, values BIBAKFull-Text 2939-2942
  Lilly Irani
As HCI is taken up across different cultures, its methods have typically been presumed to be culturally universal. Though evidence suggests that they are not, dimensions of cultural specificities of HCI methods are not understood. Through detailed fieldwork with design practitioners in Delhi, India, I propose to develop a framework for understanding tacit material, cultural, and value commitments in HCI design methods, opening up possibilities for alternate conceptions of design.
Keywords: cross-cultural design, ict4d, sts
Cultural versioning of mobile user experience BIBAKFull-Text 2943-2946
  Qifeng Yan
Most current user interfaces and services are based on psychological and social models drawn from European and American research traditions. After identifying preferences and value orientations in different cultures from a series of user studies, this research tries to form a theoretical base for understanding local cultures and designing different user experiences for people from different cultures. The goal of this research is to explore cost-effective strategies for developing multiple versions of user interfaces and services for different cultures, perhaps through cultural templates or through special versioning tools.
Keywords: cross-cultural design, cultural differences, cultural model, cultural repository, cultural template, interaction design, user experience, versioning tool
Supporting effective user navigation in digital documents BIBAKFull-Text 2947-2950
  Jennifer Pearson
Electronic documents such as PDFs are becoming increasingly popular as we move further towards the notion of the paperless office. The harsh truth however is that e-documents differ greatly from their physical paper counterparts, with many users opting to print them before reading. This paper describes several novel implementations that utilize a technique known as 'lightweight interaction'; a term that describes activities that can be performed without excessive cognitive attention. Incorporating tools into digital document readers to aid users in day-to-day tasks will enhance their performance and hopefully increase user uptake of digital reading. My research on this topic centers on several areas of document navigation, focusing specifically on current physical (paper) practices, in order to enhance their digital equivalents.
Keywords: digital documents, navigation, user interfaces
Thanatosensitively designed technologies for bereavement support BIBAKFull-Text 2951-2954
  Michael Massimi
Computing supports a number of activities across the lifespan, from interactive games for children to smart homes for seniors. However, one part of the lifespan which is often overlooked by application designers is the end of life -- a period marked by issues of mortality, dying, and death. My thesis takes up this area as its object of study, and does so specifically by examining the bereaved as a target population. I argue that most modern technologies are not designed with proper acknowledgement of the eventual death of their users, and that this oversight results in a series of circumstances which complicate affairs for bereaved family members. Based on evidence from a survey and interview study, I identify opportunities for technology designers to support bereavement activities through a process called "thanatosensitive design." My thesis seeks to contribute methodological insights for designing for the end of the lifespan, a novel system which connects bereaved individuals together, and account of how this system mediates social support.
Keywords: bereavement, death, domestic technologies, dying, thanatosensitive design, ubiquitous computing
Mediated crafts: digital practices around creative handwork BIBAKFull-Text 2955-2958
  Daniela K. Rosner
In this submission, I discuss my design research and fieldwork investigating mediated crafts' -- digital practices around creative handwork. Specifically, I study how creating and sharing digital information around knitting or crochet activity affects the social and material relationships enacted through craft. Here I review my qualitative research on the role of digital resources in creative handwork and the iterative design of Spyn, mobile phone software that associates digital records of the creative process' -- captured through audio/visual media, text, and geographic data' -- with physical locations on handmade fabric.
Keywords: craft, creativity, design process, handcraft, handwork
LiquidText: active reading through multitouch document manipulation BIBAKFull-Text 2959-2962
  Craig Tashman
Active reading, involving acts such as highlighting, writing notes, etc., is an important part of knowledge workers' activities. Most computer based active reading support has sought to better replicate the affordances of paper. Instead, this dissertation seeks to go past paper by proposing a more flexible, fluid document representation, controlled through gesture and multitouch input. Formative evaluations revealed details about modern active reading behavior and early reactions to the prototype system. I discuss how these will inform the next design iteration, and current plans for a comparative study against other media.
Keywords: active reading, multitouch input, visualization
Designing and evaluating voice-based virtual communities BIBAKFull-Text 2963-2966
  Neil Patel
Voice-based virtual communities offer new possibilities for information dissemination and sharing for billions of users who lack access to Internet-connected PCs. As interaction is only through voice, these systems are subject to different design constraints than web-based social software. Through lab experiments and fieldwork, we have identified three key design challenges for voice-based virtual communities: supporting threaded conversations; indexing and searching content; and managing identity. We discuss each of these issues and propose approaches to address them. We also present plans to evaluate the impact of voice-based virtual communities on knowledge access and sharing in rural India.
Keywords: agriculture, forum, ictd, india, ivr, literacy, rural development, social media, voice user interface
TAVR: temporal-aural-visual representation for representing imperceptible spatial information BIBAKFull-Text 2967-2970
  Minyoung Song
Designing a technology tool to support learners better conceptualize the imperceptible scale has been a challenging research topic for learning technology researchers. Because of the limits in human visual sense and cognitive capacity, visual representations have not been successful in representing such scales. To address this issue, I designed a computer-based simulation that incorporates a multimodal (temporal-aural-visual) representation (TAVR). In my dissertation I assess the successfulness of TAVR and potential design options.
Keywords: learning technologies, multimedia tools, multimodal representations, temporal modality
Building interpretable discussions: for effective public engagement BIBAKFull-Text 2971-2974
  Travis Kriplean
Shifts in the culture of civic engagement, technologies and practices surrounding social media, and pressure from political leaders have ignited a movement amongst gov't agencies to extend their efforts for obtaining input on public issues. These projects face serious challenges related to scale of participation and political capture, though collaborative efforts elsewhere suggest we may be able to support interactions amongst large numbers of people. Instead of emphasizing the exchange of individual messages and voting, I propose that systems should be designed to support the cooperative production of discussions.
Keywords: advocacy, collaboration, deliberation, labor, political communication, sensemaking, translucence
Grassroots heritage in the crisis context: a social media probes approach to studying heritage in a participatory age BIBAKFull-Text 2975-2978
  Sophia B. Liu
Social media technologies are rapidly changing the way people create, share, and experience memories especially around crises. When collective memory is generated on a societal scale and shared across generations over time, this practice assumes social and cultural significance and becomes a heritage matter. Emerging uses of social media are generating new kinds of heritage practices from the bottom-up, what I call "grassroots heritage." This interdisciplinary design study works at the intersection of social media and cultural heritage in the crisis context using a variant method called "social media probes." I present a grassroots heritage framework with design ideas for facilitating "socially-distributed curation" to guide future HCI research in the heritage domain.
Keywords: crisis informatics, cultural heritage, participatory design, social media, social media probes, socially-distributed curation

Media showcase session 1

Sawtooth: interactive clarity and aesthetic complexity BIBAKFull-Text 2979-2984
  Christopher Burns
Sawtooth (2009) is an artwork integrating performance, sound, and animation. This paper describes the design of Sawtooth, with particular reference to the balances it strikes between control, clarity, and complexity.
Keywords: animation, electroacoustic music, improvisation, motion capture
Critical point, a composition for cello and computer BIBAKFull-Text 2985-2988
  Roger Dannenberg; Tomas Laurenzo
Critical Point is written for solo cello and interactive computer music system with two to four channel sound system and computer animation. The cellist plays from a score, and the computer records and transforms the cello sounds in various ways. Graphics and video are also projected. The computer-generated graphics are affected by audio from the live cellist. Critical Point is written in memory of the artist Rob Fisher.
Keywords: animation, cello, computer music, interactive, multimedia, performance
The reactable: tangible and tabletop music performance BIBAKFull-Text 2989-2994
  Sergi Jordà
In this paper we present the Reactable, a new electronic musical instrument with a simple and intuitive tabletop interface that turns music into a tangible and visual experience, enabling musicians to experiment with sound, change its structure, control its parameters and be creative in a direct, refreshing and unseen way.
Keywords: music performance, musical instruments, reactable, reactivision, tabletop interfaces, tangible interaction
Exploring the design space in technology-augmented dance BIBAKFull-Text 2995-3000
  Celine Latulipe; David Wilson; Sybil Huskey; Melissa Word; Arthur Carroll; Erin Carroll; Berto Gonzalez; Vikash Singh; Mike Wirth; Danielle Lottridge
In this paper we describe the process and technology behind a dance performance, "Bodies/Antibodies," that will be presented at CHI 2010. This performance is part of an ongoing Dance.
   Draw project at the University of North Carolina at Charlotte, which investigates lightweight methods for integrating dance motion with interactive visualizations and enhancing audience interaction with dance.
Keywords: 3D accelerometers, embodied interaction, gyroscopic mouse, interactive dance

Media showcase session 2

The elocuter: I must remind you we live in Dada times BIBAKFull-Text 3001-3006
  Shannon C. McMullen; Fabian Winkler
The Elocuter is a sonification device that attaches via suction cup to a computer screen. It translates newspaper headlines about the global economic crisis into spoken words, composed of impossible sequences of allophones similar to a Dada poem. The project references poetic experiments of the Dada movement of the 1910/20s, specifically the play with language as a way to respond to a seemingly irrational political and cultural context. Finally, this project can be placed in the history of combining human and machinic components into instruments for performance.
Keywords: arduino, dada, economic crisis, futurism, news headlines, processing, sound poem, speakjet
Layered surveillance BIBAKFull-Text 3007-3012
  Celine Latulipe; Annabel Manning
Artist Annabel Manning explores the world of immigration and identity, and explores imagery related to border crossings and surveillance. Computer Scientist Celine Latulipe explores embodied, collaborative interaction. The intersection of these two worlds leads to research in embodied collaborative interaction and an interactive art exhibit in which participants can explore both static images through interactive layers, and moving video through interactive surveillance lenses. Participants can explore alone or with others, using gyroscopic mice to control different aspects of the artwork. The participants are led, through interaction, to contemplate the (in)visibility of the immigrant and the agency of surveillance.
Keywords: collaborative art, interactive art, interactive video
The generative visual renku project: integrating multimedia semantics, animation, and interface design BIBAKFull-Text 3013-3018
  Kenny K. N. Chow; D. Fox Harrell
This paper presents Generative Visual Renku (GVR), a new genre of visual interactive/generative art form inspired by Japanese renku poetry and generative contemporary art. GRIOT, a system for composing generative and interactive multimedia discourse, is used to semantically constrain generated output both visually and conceptually. GVR utilizes GRIOT to implement constraints for visual composition, revealing new technical and aesthetic challenges. Since modular animated graphical systems are ubiquitous in computing culture, ranging from avatars to GUIs, GVR works pose a contribution to a breadth of HCI research and to the development of new theory and technology for integrating AI and the arts.
Keywords: animation, artificial intelligence, generative, interactive, interface design, multimedia, visual art
Robotany: breeze BIBAKFull-Text 3019-3024
  Jill Coffin
This paper describes Breeze, a live roboticized tree. Visitor interaction with Breeze is interpreted through a series of narratives. These narratives yield results with implications for human-computer interaction research.
Keywords: art, embodied interaction, hermeneutics, interpretation, metaphor, phenomenology, technological art, totem
Critical gameplay: software studies in computer gameplay BIBAKFull-Text 3025-3030
  Lindsay Grace
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay subscribes. The ongoing project seeks to identify the dominant values, philosophies and problem solving models reinforced by computer games and provides prototypical alternates to those standards.
Keywords: critical design, gameplay, software philosophy, software studies
iFeel_IM: innovative real-time communication system with rich emotional and haptic channels BIBAKFull-Text 3031-3036
  Dzmitry Tsetserukou; Alena Neviarouskaya; Helmut Prendinger; Mitsuru Ishizuka; Susumu Tachi
The paper focuses on a novel system iFeel_IM! that integrates 3D virtual world, intelligent component for automatic emotion recognition from text, and innovative affective haptic interfaces providing additional nonverbal communication channels through simulation of emotional feedback and social touch. The motivation behind our work is to enrich social interaction and emotional involvement of the users of communication media. iFeel_IM! users can not only exchange messages but also emotionally and physically feel the presence of the communication partner.
Keywords: affective haptics, affective user interfaces, haptic display, instant messaging, online communication
Interactive robot task learning BIBAKFull-Text 3037-3040
  Andrea L. Thomaz; Maya Cakmak; Crystal Chao; Nicholas DePalma; Michael Gielniak
In this paper we provide a brief overview of our research agenda in Human-Robot Interaction and Interactive Learning. We highlight key components to be demonstrated as part of the CHI 2010 Media Showcase.
Keywords: human-robot interaction, socially guided machine learning

Media showcase session 3

Rolling and shooting: two augmented reality games BIBAKFull-Text 3041-3044
  Ohan Oda; Steven Feiner
We present two fast-paced augmented reality games. One is a single-player game experienced through a head-worn display. The player manipulates a tracked board to guide a virtual ball through a dynamic maze of obstacles. Combining the 3DOF absolute orientation tracker on the head-worn display with 6DOF optical marker tracking allows the system to always account for the correct direction of gravity. The second game is a networked, two-player, first-person-shooter, in which tracked hand-held UMPCs are used to blast virtual dominoes off a table. Players' virtual locations are warped to keep them from physically interfering with each other.
Keywords: augmented/mixed reality, games, interference avoidance, multi-user interaction
Pinch-the-sky dome: freehand multi-point interactions with immersive omni-directional data BIBAKFull-Text 3045-3050
  Hrvoje Benko; Andrew D. Wilson
Pinch-the-Sky Dome is a large immersive installation where several users can interact simultaneously with omni-directional data inside of a tilted geodesic dome. Our system consists of an omni-directional projector-camera unit in the center of the dome. The projector is able to project an image spanning the entire 360 degrees and a camera is used to track freehand gestures for navigation of the content. The interactive demos include: 1) the exploration of the astronomical data provided by World Wide Telescope, 2) social networking 3D graph visualizations, 3) immersive panoramic images, and 4) 360 degree video conferencing. We combine speech commands with freehand pinch gestures to provide a highly immersive and interactive experience to several users inside the dome, with a very wide field of view for each user.
Keywords: curved displays, dome, freehand interaction, gestures, omni-directional interface
Exploring interfaces to botanical species classification BIBAKFull-Text 3051-3056
  Sean White; Steven Feiner
We have developed several prototype user interfaces for botanical species identification and data collection across a diversity of platforms including Tablet PC, Ultra Mobile PC (UMPC), Apple iPhone, Augmented Reality, and Microsoft Surface. In our demonstration, we show UMPC and iPhone user interfaces, discuss the commonalities and distinctions across the different interfaces, and invite visitors to explore these differences. Our prototypes address several issues of interest to the CHI community including mobile interfaces, interfaces to object recognition, and visualization.
Keywords: augmented reality, electronic field guide, iPhone, identification, mobile user interfaces, surface
Visible and controllable RFID tags BIBAKFull-Text 3057-3062
  Nicolai Marquardt; Alex S. Taylor; Nicolas Villar; Saul Greenberg
Radio frequency identification (RFID) tags containing privacy-sensitive information are increasingly embedded into personal documents (e.g., passports and driver's licenses). The problem is that people are often unaware of the security and privacy risks associated with RFID, likely because the technology remains largely invisible and uncontrollable for the individual. To mitigate this problem, we developed a collection of novel yet simple and inexpensive alternative tag designs to make RFID visible and controllable. This video and demonstration illustrates these designs. For awareness, our tags provide visual, audible, or tactile feedback when in the range of an RFID reader. For control, people can allow or disallow access to the information on the tag by how they touch, orient, move, press, or illuminate the tag (for example, Figure 1 shows a tilt-sensitive RFID tag).
Keywords: awareness, control, feedback, privacy, rfid, sensors
Recognizing shapes and gestures using sound as feedback BIBAKFull-Text 3063-3068
  Javier Sanchez
The main goal of this research work is to show the possibility of using sound feedback techniques to recognize shapes and gestures. The system is based on the idea of relating spatial representations to sound. The shapes are predefined and the user has no access to any visual information. The user interacts with the system using a universal pointer device, as a mouse or a pen tablet, or the touch screen of a mobile device. While exploring the space using the pointer device, sound is generated, which pitch and intensity vary according to a strategy. Sounds are related to spatial representation, so the user has a sound perception of shapes and gestures. They can be easily followed with the pointer device, using the sound as only reference.
Keywords: auditory (non-speech) feedback, auditory display, gestures, non-visual visualization, parametric curves, proprioception, sonification
The emoti-chair: an interactive tactile music exhibit BIBAKFull-Text 3069-3074
  Maria Karam; Carmen Branje; Gabe Nespoli; Norma Thompson; Frank A. Russo; Deborah I. Fels
In this abstract, we present the Emoti-Chair, a sensory substitution system that brings a high resolution audio-tactile version of music to the body. The system can be used to improve music accessibility for deaf or hard of hearing people, while offering everyone the chance to experience sounds as tactile sensations. The model human cochlea (MHC) is the sensory substitution system that drives the Emoti-Chair. Music can be experienced as a tactile modality, revealing vibrations that originate from different instruments and sounds spanning the audio frequency spectrum along multiple points of the body. The system uses eight separate audio-tactile channels to deliver sound to the body, and provides an opportunity to experience a broad range of musical elements as physical vibrations.
Keywords: assistive technologies, crossmodal displays, haptic I/O, sensory substitution
Shape-changing mobiles: tapering in two-dimensional deformational displays in mobile phones BIBAKFull-Text 3075-3080
  Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost
This paper presents a novel haptic actuation system for mobile phones: Two-dimensional tapering through an actuated back plate.
   It proposes this type of shape-change for various applications, e.g. for ergonomically actuating the shape itself, displaying internal contents, and pointing to entities located outside the device. The paper reports a user study in which the accuracy of perceiving the two-dimensional tilt of the phone's back plate is measured, as well as results from a questionnaire and a user interview.
   The results indicate that two-dimensional shape change may be a suitable addition to existing mobile phone technology.
Keywords: content, form, haptic display, mobile phone, navigation, physicality, shape-change
Weight-shifting mobiles: automatic balancing in mobile phones BIBAKFull-Text 3081-3086
  Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost
This paper presents a new type of interaction support for mobile phones: Automatic balancing through weight-shift. It proposes that weight-shift in mobile phones could be used as to change the device's balancing behavior. The question that this technology can help us to explore is how our interaction with mobile phones in everyday life could change, once devices were able to actively change the way we hold them in our hands.
   Various levels of interaction are proposed: Balancing based on angular tilt and counter-balancing of button-clicks, and, for a future implementation, balancing, supported through grasp recognition. We report a user study that assessed in how much such a system may help users to balance the a device equipped with the proposed system. It concludes that actuated balancing may be helpful in mobile interactions, but that it needs to be designed carefully.
Keywords: balance, haptic display, mobile phone, weight-shift
Weight-shifting mobiles: two-dimensional gravitational displays in mobile phones BIBAKFull-Text 3087-3092
  Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost
In this paper, we present a novel type of haptic display for usage in mobile phones. It changes the gravitational properties of the device by shifting an internal weight along two axes. Its utility is explored in a performance study, in which users were estimating positions of the device's actuated center of gravity. The users also participated in qualitative studies: A questionnaire that assessed the perceived quality of interacting with the device, and an interview in which they described their experiences with the weight-shifting mobile. Furthermore, this paper suggests three domains of application in which the system may be of benefit: Augmenting digital content with physical mass, ambient displays, and haptically augmented wayfinding.
Keywords: haptic display, mobile phone, navigation, weight-shift

Media showcase session 4

Everybody to the power of one, for soprano T-stick BIBAKFull-Text 3093-3096
  D. Andrew Stewart; Joseph Malloch
We present a live solo concert performance of an original piece of music -- Everybody to the power of one -- written for the soprano T-Stick digital musical instrument. Like other digital musical instruments, the T-Stick enables the reincorporation of performer gesture as the main source of control in computer-based music making. A brief description of the instrument development, gesture-sound mapping and performance practice is given, followed by an introduction to the compositional motivation and materials of the piece. Everybody to the power of one is the fourth musical composition created for the T-Stick by composer and performer D. Andrew Stewart.
Keywords: t-stick
Shimon: an interactive improvisational robotic marimba player BIBAKFull-Text 3097-3102
  Guy Hoffman; Gil Weinberg
Shimon is an autonomous marimba-playing robot designed to create interactions with human players that lead to novel musical outcomes. The robot combines music perception, interaction, and improvisation with the capacity to produce melodic and harmonic acoustic responses through choreographic gestures. We developed an anticipatory action framework, and a gesture-based behavior system, allowing the robot to play improvised Jazz with humans in synchrony, fluently, and without delay. In addition, we built an expressive non-humanoid head for musical social communication. This paper describes our system, used in a performance and demonstration at the CHI 2010 Media Showcase.
Keywords: anticipation, gestures, human-robot interaction, improvisation, music, robotic musicianship
The Biomuse trio BIBAKFull-Text 3103-3106
  Eric D. Lyon
The Biomuse Trio is computer chamber music for violin, computer and biomuse. The violinist performs conventionally; the only sensor used is a microphone to capture its sound. The computer produces all of its sound through processing of violin sounds captured during performance. The performance of the computer sound is controlled by the gestures of the biomusician, measured with on-body sensors. The musical composition consists of precisely sequenced events for violinist and biomusician, as well as performance environments that are explored through improvisation.
Keywords: biomuse, computer chamber music, hci
Ben Neill and Bill Jones: Posthorn BIBAKFull-Text 3107-3112
  Ben Neill; Bill Jones
This paper describes the interactive computer system used in Posthorn, a multimedia composition which is performed on Neill's self-designed instrument, the mutantrumpet. The technology and aesthetics of the system and the merging of acoustic instrument performance with software-based improvisation are explored in detail.
Keywords: author's kit, conference publications, guides, instructions
Radio healer BIBAKFull-Text 3113-3116
  Cristobal Martinez; Randy Kemp; Lisa Tolentino
In this paper we discuss our performance titled Radio Healer. This performance reflects upon the indigenous cultural implications of consumer technologies such as the Internet, mobile handheld devices, and personal computers, and how this relates to the effects of these technologies upon the lived experiences of all people. Radio Healer achieves this through the tactical appropriation and adaptive reuse of consumer technologies by indigenous peoples, along with the expression of indigenous media through sustainable cross-cultural partnerships between peoples of diverse backgrounds. The motivation of our collaborative work is to appropriate and express electronic technology in order to recognize the sovereign rights of indigenous peoples.
Keywords: culturally sensible design, design, indigenous media, indigenous rhetorical sovereignty, performance, theory
Shadows no. 4: belly dance and interactive electroacoustic musical performance BIBAKFull-Text 3117-3120
  Aurie Y. Hsu; Steven T. Kemper
Shadows no. 4 is a piece for a tribal-fusion belly dancer, wireless sensor network, and electronics. The movement vocabulary is derivative of Raqs al-Sharqi, commonly known as danse orientale (Middle Eastern dance). This dance form involves slow and languid movement and controlled isolations. The piece experiments with of notions of gesture (dance and musical) in the performance of electroacoustic music. During the performance, sensors translate the dancer's movements into subtle and salient variations of the sonic texture.
Keywords: dance, music technology, musical performance, sensors, wireless
Sxratch for Metasaxophone BIBAKFull-Text 3121-3126
  Matthew Burtner
Sxratch (2006) is a musical composition and interactive performance work created for the Metasaxophone, an augmented instrument invented and built by the author in 1999. The Metasaxophone is one of the earliest augmented instruments still in regular use today. The piece uses the instrument interface to control interactive computer sound software and robots.
Keywords: metasax

Panel session 1

Addressing challenges in doing international field research BIBAKFull-Text 3127-3130
  Elizabeth Churchill; Susan Dray; Ame Elliott; Patrick Larvie; David Siegel
This panel will discuss some of the key challenges in doing international field research including issues with planning, conducting, interpreting, and reporting on such research. Panelists will also share potential solutions and approaches they have used to try to deal with these challenges, and will discuss with the audience additional challenges that audience members have encountered, offering ideas on how to address these as appropriate.
Keywords: actionable research, context, culture, ethics, ethnography, international field research
What makes a good design critic?: food design vs. product design criticism BIBAKFull-Text 3131-3134
  Patañjali S. Venkatacharya; Jonathan Kessler; Tami Hardeman; Ed Seiber; Bill Buxton
This panel will bring together leading food design and product design critics. The panelists will include: a leading Atlanta-based food critic and writer, a food stylist, a restaurant architect & designer, and a well-known product design critic familiar with the field of user experience. Together, the panel will compare and contrast how design experts from these two disciplines provide design criticism, and whether there are any novel learning points from each perspective.
Keywords: criticism, culinary, food, metaphors, user experience

Panel session 2

Computing technology in international development: who, what, where, when, why and how? BIBAKFull-Text 3135-3138
  Matthew Kam; Susan Dray; Kentaro Toyama; Gary Marsden; Tapan Parikh; Ed Cutrell
Building on the successes of prior workshops at CHI and other HCI conferences on computing in international development, we propose a panel to engage with the broader CHI community. Topics to be discussed include why international development is important to HCI as a discipline, and how CHI researchers and practitioners who are not already involved in international development can contribute.
Keywords: developing world, economic development, hci4d, ict4d, ictd, international development
E-government: services for everyone, everywhere, eventually BIBAKFull-Text 3139-3142
  Jeff Johnson; Jonathan Lazar
Online provision of government services has great potential for reducing costs, improving service, and increasing citizen participation in government, but it has not yet achieved this potential. A panel of E-government experts from the U.S. and U.K. will assess the status of e-government, discuss obstacles that keep it from being ubiquitous and accessible, offer solutions, and answer audience questions. Some of the panelists work in government, some work in consultancies that assist government agencies, and some are ICT public policy experts.
Keywords: accessibility, e-government, electronic democracy, electronic government, government websites, online government services, privacy, public information technology, security, universal access

Panel Session 3

Managing user experience: managing change BIBAKFull-Text 3143-3146
  Carola Fellenz Thompson; Richard I. Anderson; Irene Au; Cordell Ratzlaff; Nida Zada
As managers of user experience and design teams we often find ourselves in environments where it is difficult to position the work of our team members. Their roles are often misunderstood and our adjacent disciplines such as product management and development see their work as unnecessary or in some cases are threatened by them.
   We find that the culture of the company we are trying to deploy UX resources into isn't ready to accept them and we find that our role becomes more that of a change manager than a user experience manager. We have a vision for what the future processes of the company can look like but we find it hard to communicate that vision and engage our adjacent disciplines.
   What are effective strategies user experience leaders can use to impact change? How can we leverage current business and engineering trends to move corporate cultures in a direction that support our work? What are the potential traps and pitfalls? What does a culture of design thinking really mean in this context? What is a realistic expectation for an end state?
Keywords: change management, interdisciplinary collaboration, management, strategy, user experience
Making food, producing sustainability BIBAKFull-Text 3147-3150
  Tad Hirsch; Phoebe Sengers; Eli Blevis; Richard Beckwith; Tapan Parikh
Many contemporary approaches to environmental sustainability focus on the end-consumer. In this panel, we explore lessons from small food producers for future development of HCI as an agency of sustainable ways of being. We argue that attention to the relationship small producers have to the environment and their experiences of interrelations between environmental, economic, and social sustainability suggest new foundational issues for sustainable HCI research.
Keywords: agriculture, fishery, food production, permaculture, sustainability, sustainable HCI, urban agriculture
HCI, communities and politics BIBAKFull-Text 3151-3154
  Carl DiSalvo; Ann Light; Tad Hirsch; Christopher A. Le Dantec; Elizabeth Goodman; Katie Hill
Working with communities around social change presents a challenge to common HCI methods, as politics often comes to the fore. In some cases, the politics of a community are explicit, for example, when working with activists or advocacy groups. In other cases, political aspects are less explicit but surface in considering the allocation of resources or in groups wherein issues of race, gender or class are of major importance. To address these dynamics, HCI researchers have to go beyond traditional HCI tools and metrics, which too often bracket out the political in an effort to focus on the instrumental issues and uses of technology. This panel juxtaposes several community-based HCI research projects in which politics have been a significant factor and asks "How do we address the
Keywords: community, design research, politics, social change, sustainability, ubiquitous computing

SIGs session 1

Current issues in assessing and improving information usability BIBAKFull-Text 3155-3158
  Stephanie Rosenbaum; Judith Ramey; Janice (Ginny) Redish
The usability of information is vital to successful websites, products, and services. Managers and developers often recognize the role of information or content in overall product usability, but miss opportunities to improve information usability as part of the product-development effort. This meeting is an annual forum on human factors of information design, in which we discuss issues selected by the group from the facilitators' list of topics, augmented by attendees' suggestions.
Keywords: documentation, help, training, user assistance, user interfaces
Understanding "cool" BIBAKFull-Text 3159-3162
  Karen Holtzblatt; David B. Rondeau; Les Holtzblatt
Design practitioners know that part of their job is to create products and services with usability in mind. Making products and services learnable, efficient and pleasant to use are certainly goals, but every designer dreams of creating something more -- something so great that people crave it, long for it, must have it. Marketers call it "a must have", "compelling", or "insanely great". But most of the rest of us just call it Cool.
   Over the past several decades, Cool has evolved into a marketing imperative. And so Cool has become like an overarching requirement for many designs, especially in the consumer product space. But Cool is hard to pin down -- there's no accepted way to define it, measure it, or design for it. Like glamour, it is an ineffable yet powerful quality that depends on a host of subtle factors. This SIG creates a forum to go beyond "you know Cool when you see it", collecting and collating a number of concrete examples of Cool and identifying patterns and design principles underlying Cool.
Keywords: compelling design, cool, product and system design
Can we all stand under our umbrella: the arts and design research in HCI BIBAKFull-Text 3163-3166
  Gilbert Cockton; Shaowen Bardzell; Mark Blythe; Jeffrey Bardzell
The Arts (i.e., all liberal, cultural, literary, visual and performing arts disciplines) are becoming more prominent at CHI. This SIG will take stock of what they can contribute, and how and why, and what the CHI community needs to do to more fully embrace The Arts to advance the leading edge of design research.
Keywords: arts, design research, humanities, trans-disciplinarity

SIGs session 2

Best practices in longitudinal research BIBAKFull-Text 3167-3170
  Jhilmil Jain; Stephanie Rosenbaum; Catherine Courage
This SIG will help to identify best practices for longitudinal research through a collaborative discussion of methods and metrics for collecting and analyzing user data over time. This is the fifth event in an ongoing effort by the facilitators to enhance our current body of knowledge about longitudinal research.
Keywords: comparative analysis, longitudinal data, longitudinal research, study design, user research
Sig: branding the changing enterprise -- impact of mergers & acquisitions on user experience organizations BIBAKFull-Text 3171-3174
  Janaki Kumar; Daniel Rosenberg; Michael Arent; Anna Wichansky; Madhuri Kolhatkar; Roman Longoria; Bob Hendrich; Arnie Lund
Mergers and acquisitions are becoming increasingly common in the enterprise software world. For example, SAP acquired Business Objects, Oracle acquired PeopleSoft and CA acquired Cassatt in recent times. While this is a business expansion strategy for the acquiring company, it presents a challenge for UX professionals in both the acquiring and acquired companies, who are responsible for branding the look and feel of the newly combined business entity. This SIG examines the design, technical and cultural challenges facing a UX practitioner from the acquiring as well as acquired company's perspectives. We will explore possible best practice solutions that can help other UX professionals facing similar challenges.
Keywords: branding, enterprise software, mergers and acquisitions, sig discussion, user experience, ux management, ux standards and guidelines, ux strategy
CHI 2010 engineering community SIG: the role of engineering work in CHI BIBAKFull-Text 3175-3176
  Keith A. Butler
The Engineering Community faces a number of serious challenges around its role in the larger CHI community and its contribution to CHI-sponsored conferences. This SIG is its forum to identify key issues and begin developing positions to address them.
Keywords: SIG, engineering community
Automotive user interfaces: human computer interaction in the car BIBAKFull-Text 3177-3180
  Albrecht Schmidt; Anind K. Dey; Andrew L. Kun; Wolfgang Spiessl
Cars have become complex interactive systems. Mechanical controls and electrical systems are transformed to the digital realm. It is common that drivers operate a vehicle and, at the same time, interact with a variety of devices and applications. Texting while driving, looking up an address for the navigation system, and taking a phone call are just some common examples that add value for the driver, but also increase the risk of driving. Novel interaction technologies create many opportunities for designing useful and attractive in-car user interfaces. With technologies that assist the user in driving, such as assistive cruise control and lane keeping, the user interface is essential to the way people perceive the driving experience. New means for user interface development and interaction design are required as the number of factors influencing the design space for automotive user interfaces is increasing. In comparison to other domains, a trial and error approach while the product is already in the market is not acceptable as the cost of failure may be fatal. User interface design in the automotive domain is relevant across many areas ranging from primary driving control, to assisted functions, to navigation, information services, entertainment and games.
Keywords: automotive industry, car entertainment, cars, driver information systems, driver interaction, special interest group, vehicular information systems

SIGs session 3

How to bring HCI research and practice closer together BIBAKFull-Text 3181-3184
  Elizabeth Buie; Susan Dray; Keith Instone; Jhilmil Jain; Gitte Lindgaard; Arnie Lund
This special interest group probes potential problems between HCI researchers and the practitioners who are consumers of research, to explore the extent of the problems and propose possible solutions. It will start with the results of the CHI 2010 workshop on the same topic, articulating factors that may render some of the research literature inaccessible or irrelevant to practitioners. When should HCI researchers be concerned about the relevance of their work to practitioners? How should practitioners communicate their needs for research? Participants will discuss these topics and others that both groups can use to help bridge the gap between research and practice in HCI.
Keywords: hci skill set, practitioner needs, research priorities, research-practice misalignment
CHI 2010 special interest group: creating prosocial media for children BIBAKFull-Text 3185-3188
  Glenda Revelle; Ashley Fenwick-Naditch; Liz Kronenberger; Makeda Mays-Green
Children are introduced to social networking at younger and younger ages through commercially-centered virtual worlds and social gaming sites like Club Penguin, Neopets, and Webkinz. A small and growing subset of these Web 2.0 sites use social media to address prosocial values in children. This Special Interest Group focuses on "prosocial media for children", which we define as social media that strive to increase children's awareness of the lives and needs of others and promote caring about the welfare and well-being of others. Participants in this SIG are invited to join the growing discussion regarding the design and development of children's prosocial media. Participants will review 3-6 short examples, and then break into small groups that will host facilitated discussions about the issues and challenges surrounding design and development of children's prosocial media. A primary goal of this SIG is to foster the development of a community of researchers and practitioners who are focused on designing and developing prosocial media for children.
Keywords: children, communication, gaming for good, prosocial behavior, social media, social networking
End user software engineering: CHI 2010 special interest group meeting BIBAKFull-Text 3189-3192
  Brad A. Myers; Margaret M. Burnett; Andrew J. Ko; Mary Beth Rosson; Christopher Scaffidi; Susan Wiedenbeck
End users create software whenever they create, for instance, interactive web pages, games, educational simulations, or spreadsheets. 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, web authoring
Designing user interfaces for multi-touch and surface-gesture devices BIBAKFull-Text 3193-3196
  Daniel Wigdor; 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: direct manipulation, gesture, multi-touch, natural user interface, nui, touch, touch screen, user interface

SIGs session 4

Contextual user experience: how to reflect it in interaction designs? BIBAKFull-Text 3197-3200
  Marianna Obrist; Manfred Tscheligi; Boris de Ruyter; Albrecht Schmidt
User experience is highly influenced and even changed by the context in which it occurs. In this SIG session we want to discuss how specific contexts influence various aspects of user experience. So far, both concepts "user experience" and "context" have been discussed a lot to various extent and in different dimensions. With this SIG, we aim to bring both concepts together, highlighting the differences arising from the consideration of different specific contexts and their relevant user experience factors. Thus, we reach a more comprehensive understanding of "contextual user experience", which opens up different roads for research and challenges the HCI community in all design and development phases. We will discuss user experience as focal point of user interface and interaction design bound to specific situational cases.
Keywords: context, design, methods, user experience
Special interest group for the CHI 2010 management community BIBAKFull-Text 3201-3204
  Garett Dworman; Jim E. Nieters
This SIG will provide an opportunity for those interested in the relationship between management and HCI to explore this subject and the ongoing development of the Management Community at CHI conferences and beyond.
Keywords: community, hci, management of user experience

Work-in-progress, April 12-13

Vote-o-graph: a dishonest touchscreen voting system BIBAKFull-Text 3205-3210
  Andrea L. Mascher; Paul T. Cotton; Douglas W. Jones
We present Vote-O-Graph, an experimental touchscreen voting system designed to simulate reported interface issues in existing electronic voting systems. Touchscreen miscalibration and the application of relative touch coordinates in anonymity-preserving user interface event logs are discussed.
Keywords: electronic voting, event logs, miscalibration, touchscreens
Gestalt theory, engagement and interaction BIBAKFull-Text 3211-3216
  Robert Fraher; James Boyd-Brent
This paper presents a design exploration research project in which principles derived from Gestalt theory were applied as a framework for guiding human-computer interaction (HCI). The analysis contained within examines how a Gestalt approach to HCI can be used to enhance engagement and promote user interaction. The concepts discussed in this analysis are supported by a series of informal user observations.
Keywords: design, gestalt theory, user interfaces
Maintaining levels of activity using a haptic personal training application BIBAKFull-Text 3217-3222
  Huimin Qian; Ravi Kuber; Andrew Sears
This paper describes the development of a novel mobile phone-based application designed to monitor the walking habits of older adults. Haptic cues integrated within the prototype, are designed to inform an individual of changes which should be made to maintain a prescribed level of activity. A pilot study was conducted with fifteen older adults walking at varying speeds, both with and without the presence of assistive haptic feedback from the prototype. The results confirm that more steps were taken when haptic feedback was provided while walking at normal and fast paces. However, results also indicate that further refinements would be needed to improve the identification of haptic cues while individuals are in motion.
Keywords: haptic vocabulary, mobile devices, older adults
Social and spatial interactions: shared co-located mobile phone use BIBAKFull-Text 3223-3228
  Andrés Lucero; Jaakko Keränen; Tero Jokela
This paper outlines the design of the Social and Spatial Interactions platform. The design of the platform was inspired by observing people's pervasive use of mobile technologies. The platform extends the current individual use of these devices to support shared co-located interactions with mobile phones. People are able to engage in playful social interactions on any flat surface by using devices fitted with wireless sensors that detect their current location with respect to each other.
Keywords: co-located interaction, mobile phone, sensor network
Natural interaction enhanced remote camera control for teleoperation BIBAKFull-Text 3229-3234
  Dingyun Zhu; Tom Gedeon; Ken Taylor
In teleoperation, operators usually have to control multiple devices simultaneously, which requires frequent hand switches between different controllers. We designed and implemented two prototypes, one by applying head motion and the other by integrating eye gaze as intrinsic elements of teleoperation for remote camera control in a multi-control setting. We report a user study of a modeled multi-control experiment that compares the performance of head tracking control, eye tracking control and traditional joystick control. The results provide clear evidence that eye tracking control significantly outperforms joystick and head tracking control in both objective measures and subjective measures.
Keywords: eye tracking, head tracking, natural interaction, remote camera control, rock breaking, teleoperation
The complexity of perception of image distortion: an initial study BIBAKFull-Text 3235-3240
  Yuzhen Niu; Feng Liu; Xueqing Li; Michael Gleicher
Image retargeting methods adapt an image for displays with different sizes and aspect ratios. Methods are based on the assumption that some kinds of distortions are preferable to others. While a rich variety of literature exists on retargeting methods, there is little codified understanding of how these distortions are perceived. This paper shows that people's perception of image distortions is complex. We report an initial study exploring the phenomenon that shows that even in a simple form of distortion, perception depends on a myriad of factors including amount of distortion, image content, and the viewer's cultural background. These initial findings have ramifications for the design and evaluation of image retargeting, and suggest that a more thorough study is necessary.
Keywords: image distortion, image retargeting, image stretch, perceptual sensitivity, user study
CheekTouch: an affective interaction technique while speaking on the mobile phone BIBAKFull-Text 3241-3246
  Young-Woo Park; Chang-Young Lim; Tek-Jin Nam
We present a new affective interaction technique, called CheekTouch, by combining tactile feedback, delivered through the cheek, and multi-finger input, while speaking on the mobile phone. We designed a prototype by using a multi-touch mobile device and a 4x3 vibrotactile display device. We identified six affective touch behaviors (pinching, stroking, patting, slapping, kissing and tickling) that can be exchanged through one another's cheeks while speaking on the phone. We mapped the affective touch behaviors on tactile feedback expressions of the vibrotactile display. Results of a preliminary user study suggest that our technique is positively evaluated by the participants and applicable to intimate and emotional communication.
Keywords: affective interaction, cheek based interaction, emotion and affective user interface, mediated touch, mobile phone interface, multi-touch, vibrotactile feedback
Making policy decisions disappear into the user's workflow BIBAKFull-Text 3247-3252
  Alan H. Karp; Marc Stiegler
Complaints of security interfering with getting work done often arise when users are distracted from their tasks to make policy decisions. We have identified what is missing from earlier security interaction designs that leads to these interruptions. Explicitly representing policy decisions in the user interface as items relevant to the application and providing application-specific controls for changing those policies has allowed us to reliably infer users' desired policy decisions from actions they take as they work. This paper describes the underlying principles and how they resulted in an interaction design that does not interfere with the user's work.
Keywords: usable security
MotionBeam: designing for movement with handheld projectors BIBAKFull-Text 3253-3258
  Karl D. D. Willis; Ivan Poupyrev
In this paper we present a novel interaction metaphor for handheld projectors we label MotionBeam. We detail a number of interaction techniques that utilize the physical movement of a handheld projector to better express the motion and physicality of projected objects. Finally we present the first iteration of a projected character design that uses the MotionBeam metaphor for user interaction.
Keywords: character, gesture, handheld projector, interaction techniques, motion, movement, pico projector
Service users' views of a mainstream telecare product: the personal trigger BIBAKFull-Text 3259-3264
  Andrea Taylor; Stefan Agamanolis
Telecare is a term that covers a range of products and services that use new technology to enable people to live with greater independence and safety in their own homes. This paper considers the need for design development of a mainstream telecare product called a personal trigger, which provides a means of summoning assistance when help is needed. It is provided as part of a community alarm service and should be worn at all times for continuous protection. The discussion is based on key findings from a survey of 1,324 service users in North East Scotland with a 60% response rate. Telecare technology is often unattractive because the emphasis is on producing a functional, rather than a desirable product. We argue that the telecare industry needs to consider the social and emotional aspects of design as well as function, even though many of today's service users find the current design acceptable. The survey findings can be incorporated into future product designs.
Keywords: client survey, community alarm service, design, older people, personal trigger, telecare
GridOrbit public display: providing grid awareness in a biology laboratory BIBAKFull-Text 3265-3270
  Juan David Hincapié-Ramos; Aurélien Tabard; Jakob Bardram; Tomas Sokoler
We introduce GridOrbit, a public awareness display that visualizes the activity of a community grid used in a biology laboratory. This community grid executes bioinformatics algorithms and relies on users to donate CPU cycles to the grid. The goal of GridOrbit is to create a shared awareness about the research taking place in the biology laboratory. This should promote contributions to the grid, and thereby mediate the appropriation of the grid technology. GridOrbit visualizes the activity in the grid, shows information about the different active projects, and supports a messaging functionality where people comment on projects. Our work explores the usage of interactive technologies as enablers for the appropriation of an otherwise invisible infrastructure.
Keywords: appropriation, community grid, infrastructure, infrastructure awareness, public display, visualization
Hybrid groups of printed and digital documents on tabletops: a study BIBAKFull-Text 3271-3276
  Jürgen Steimle; Mohammadreza Khalilbeigi; Max Mühlhäuser
This paper presents an exploratory study investigating how physical and digital documents are used in combination on tabletops. Our results identify hybrid piles as the most common grouping concept and show that users willingly occlude digital documents with physical paper. These findings have considerable impact on the design of novel hybrid interaction techniques, which we sketch at the end of this paper.
Keywords: interactive surface, occlusion, paper, study, tabletop
Cloudroom: a conceptual model for managing data in space and time BIBAKFull-Text 3277-3282
  Lucia Terrenghi; Kátia Serralheiro; Thomas Lang; Martin Richartz
Cheap broadband access and hosting infrastructure on the web have enabled many services that traditionally would have been deployed as local desktop applications to be hosted and accessed via the Internet -- in the Cloud -- from any network-connected device. This trend is referred to as Cloud Computing. The movement towards a network-based environment implies novel conceptual models for storing, searching and sharing digital information on the web and across devices. In this paper we describe our concept design for management and visualization of resources in the Cloud Computing paradigm. Based on our insights from qualitative user studies, we design an environment which reflects the way people use spatial and temporal memory to organize and navigate through artifacts. We then discuss how our concept builds upon existing work and its implications for future work.
Keywords: cloud computing, design, user interface, visualization
Who said what when?: capturing the important moments of a meeting BIBAKFull-Text 3283-3288
  Shoou-Jong Yu; Ted Selker
Meeting information capturing paradigms such as pen and paper has been found to be tedious and distractive. This paper presents Meeting Essence II, a mobile phone based, one screen meeting information capture system to address these issues. We also introduce a new social interaction centric recording paradigm, where events in the meeting are identified by meeting participants and are recorded, classified by time and person with a single screen touch. Results from our pilot experiment shows that our system positively contributes to the quality of meeting reconstruction, while being minimally distractive to the meeting participants.
Keywords: handheld devices and mobile computing, office and workplace, user interface design
Using word spotting to evaluate roila: a speech recognition friendly artificial language BIBAKFull-Text 3289-3294
  Omar Mubin; Christoph Bartneck; Loe Feijs
In our research we argue for the benefits that an artificial language could provide to improve the accuracy of speech recognition. We briefly present the design and implementation of a vocabulary of our intended artificial language (ROILA), the latter by means of a genetic algorithm that attempted to generate words which would have low likelihood of being confused by a speech recognizer. Lastly we discuss the methodology and results of two word spotting experiments that were carried out to evaluate if indeed the vocabulary of ROILA achieved better recognition than English. Our results reveal that our initial vocabulary was not significantly better than English but when the vocabulary was modified to include CV-type words only, the vocabulary nearly significantly outperformed English.
Keywords: artificial languages, speech recognition, sphinx-4
Integrated model based on the psychology of active/non-active computer users: activating technology holdouts BIBAKFull-Text 3295-3300
  Momoko Nakatani; Takehiko Ohno; Ai Nakane; Yurika Katagiri; Shuji Hashimoto
Although many Internet-based social services exist that can raise our quality of life, there are still many non-active users who cannot fully enjoy the convenience of the computer and its functionality even though they have computers in the home. In order to analyze how to enhance computer usage, we conducted a field study and arrived at an integrated model that enables us to deeply understand the psychology of active/non-active computer users. Initial design guidelines for activating the non-active users are derived from our model.
Keywords: computer adoption, home computing, qualitative methods
PhotoSense: emergent semantics based approach to image annotation BIBAKFull-Text 3301-3306
  Rohit Ashok Khot; Kannan Srinathan
Tagging of images using descriptive keywords (tags), contributed by ordinary users, is a powerful way of organizing them. However, due to the richness of the image content, it is often difficult to choose tags that best describe the content of the image to the viewing audience and ensure access to the image. In this paper, we present a novel tagging framework based on the theory of emergent semantics to assist the user in the tag selection process. Our idea is to enrich the current "looking at" experience of tagging with the "looking for" experience of searching. We describe the design of our approach along with a preliminary user study conducted with a prototype Flickr application.
Keywords: emergent semantics, image annotation, tagging
Eye tracking analysis of preferred reading regions on the screen BIBAKFull-Text 3307-3312
  Georg Buscher; Ralf Biedert; Daniel Heinesch; Andreas Dengel
We report on an exploratory study analyzing preferred reading regions on a monitor using eye tracking. We show that users have individually preferred reading regions, varying in location on the screen and in size. Furthermore, we explore how scrolling interactions and mouse movements are correlated with position and size of the individually preferred reading regions.
Keywords: eye tracking, mouse movements, reading, scrolling
Pot à musique: tangible interaction with digital media BIBAKFull-Text 3313-3318
  Steven Strachan; Benjamin Mazoin; Agnes Gimeno
We describe the conceptualisation, design and prototype development of a tangible gesture-based interface for the control of a music player. The device takes the form of a pot, augmented with inertial sensing and model-based vibrotactile feedback, which it is envisioned will encourage a more playful form of interaction for a richer interactive experience with our increasingly dematerialised digital media.
Keywords: feedback, inertial, interaction, interface, media, tangible, vibrotactile
Auditory menus are not just spoken visual menus: a case study of "unavailable" menu items BIBAKFull-Text 3319-3324
  Myounghoon Jeon; Siddharth Gupta; Benjamin K. Davison; Bruce N. Walker
Auditory menus can supplement or replace visual menus to enhance usability and accessibility. Despite the rapid increase of research on auditory displays, more is still needed to optimize the auditory-specific aspects of these implementations. In particular, there are several menu attributes and features that are often displayed visually, but that are not or poorly conveyed in the auditory version of the menu. Here, we report on two studies aimed at determining how best to render the important concept of an unavailable menu item. In Study 1, 23 undergraduates navigated a Microsoft Word-like auditory menu with a mix of available and unavailable items. For unavailable items, using whisper was favored over attenuated voice or saying "unavailable". In Study 2, 26 undergraduates navigated a novel auditory menu. With practice, whispering unavailable items was more effective than skipping unavailable items. Results are discussed in terms of acoustic theory and cognitive menu selection theory.
Keywords: auditory menus, auditory user interface
Video microblogging: your 12 seconds of fame BIBAKFull-Text 3325-3330
  Nis Bornoe; Louise Barkhuus
Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast.
Keywords: microblogging, online communities, social networking, video content
Tagliatelle: social tagging to encourage healthier eating BIBAKFull-Text 3331-3336
  Conor Linehan; Mark Doughty; Shaun Lawson; Ben Kirman; Patrick Olivier; Paula Moynihan
This paper describes the design and initial evaluation of Tag-liatelle, a collaborative tagging application for encouraging healthier eating. Users photograph their own meals and upload these photos to a website, where fellow users anonymously tag them for content. Initial results suggest that tagging of food content is a popular activity. However, further work must be done to automate the extraction of valid nutritional information from the tags generated.
Keywords: games for health, image tagging, nutrition, photographic food diaries, ubichomp
Green tracker: a tool for estimating the energy consumption of software BIBAKFull-Text 3337-3342
  Nadine Amsel; Bill Tomlinson
The energy consumption of computers has become an important environmental issue. This paper describes the development of Green Tracker, a tool that estimates the energy consumption of software in order to help concerned users make informed decisions about the software they use. We present preliminary results gathered from this system's initial usage. Ultimately the information gathered from this tool will be used to raise awareness and help make the energy consumption of software a more central concern among software developers.
Keywords: green computing, green it, software, sustainability
Touch your way: haptic sight for visually impaired people to walk with independence BIBAKFull-Text 3343-3348
  Ji-Won Song; Sung-Ho Yang
Haptic Sight is a new interface idea providing immediate spatial information to visually impaired people in order to assist independent walking. The interface idea stems from a thorough investigation in which we studied visually impaired people's indoor walking behavior, decision making process, their unique concept of space, and information needs. The aim of this study is to identify an interface design and investigate an appropriate means of spatial information delivery.
Keywords: assistive technology, independent walking, visually impaired
MobiGaze: development of a gaze interface for handheld mobile devices BIBAKFull-Text 3349-3354
  Takashi Nagamatsu; Michiya Yamamoto; Hiroshi Sato
Handheld mobile devices that have a touch screen are widely used but are awkward to use with one hand. To solve this problem, we propose MobiGaze, which is a user interface that uses one's gaze (gaze interface) to operate a handheld mobile device. By using stereo cameras, the user's line of sight is detected in 3D, enabling the user to interact with a mobile device by means of his/her gaze. We have constructed a prototype system of MobiGaze that consists of two cameras with IR-LED, a Windows-based notebook PC, and iPod touch. Moreover, we have developed several applications for MobiGaze.
Keywords: eye tracking, gaze, mobile device, stereo camera
A multi-touch enabled steering wheel: exploring the design space BIBAKFull-Text 3355-3360
  Max Pfeiffer; Dagmar Kern; Johannes Schöning; Tanja Döring; Antonio Krüger; Albrecht Schmidt
Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. With our research we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. In contrast to the standard approach of combining all functions into hierarchical menus controlled by a multifunctional controller or a touch screen we suggest to utilize the space on the steering wheel as additional interaction surface. In this paper we show the design challenges that arise for multi-touch interaction on a steering wheel. In particular we investigate how to deal with input and output while driving and hence rotating the wheel. We describe the details of a functional prototype of a multi-touch steering wheel that is based on FTIR and a projector, which was built to explore experimentally the user experience created. In an initial study with 12 participants we show that the approach has a general utility and that people can use gestures for controlling applications intuitively but have difficulties to imagine gestures to select applications.
Keywords: automotive interfaces, gesture input, multi-touch interaction
Mobile questionnaires for user experience evaluation BIBAKFull-Text 3361-3366
  Heli Väätäjä; Virpi Roto
As user experience studies move from laboratories to mobile context, we need tools for collecting data in natural settings. Based on the results from a pilot study, we present early guidelines for designing mobile questionnaires to be filled in on handheld, palm-sized mobile devices. We found that special attention needs to be paid to the clarity and simplicity of the structure, layout and questionnaire content, including questions, visual icons, items and scales. In addition to the requirements set by the screen size, also data entry method, interaction style and mobile context related issues need to be taken into account when designing questionnaires for mobile devices.
Keywords: evaluation, experience sampling, field study, mobile devices, questionnaires, user experience
Trouble-spotting photoshows: capturing everyday HCI experiences BIBAKFull-Text 3367-3372
  Jill Palzkill Woelfer
Trouble-spotting is a newly-invented video method for capturing everyday HCI experiences. The method borrows qualities from scenarios and photo elicitation, allowing images and narration to be captured, appropriated, and post-processed into a narrated sequence of photographs, called a photoshow. In a pilot project which focused on four participants' problematic experiences with business processes, participants created four trouble-spotting photoshows, varying in length from 33 seconds to 13:16 minutes, containing useful and actionable firsthand accounts. In this paper, Trouble-spotting is introduced along with insights gained from the pilot project and directions for future work.
Keywords: business process improvement, photo elicitation, scenarios, trouble-spotting photoshows
Scaffolding science inquiry in museums with Zydeco BIBAKFull-Text 3373-3378
  Alex Kuhn; Clara Cahill; Chris Quintana; Elliot Soloway
One of the educational goals in science is to not only learn content but also to learn the scientific process. While there is a range of settings for this, such as classrooms and museums, they are not always well connected in educationally viable ways. We are designing Zydeco to bridge the classroom and museum environment and address the following goals: (1) To scaffold science inquiry in a mobile context and (2) to facilitate collaboration among peers. In this paper we will be focusing on the mobile design of Zydeco, which will scaffold structured investigation, data collection and analysis while students are in the museum.
Keywords: adaptive scaffolding, collaboration, context-aware, learner-centered design, mobile computing, science inquiry learning
Socially cued mental models BIBAKFull-Text 3379-3384
  Abhay Sukumaran; Clifford Nass
We investigate how initial mental models of a photo sharing website are shaped by observing the behavior of existing users. We manipulate experimentally whether content with critical or popular appeal is highlighted as the best content on the website. Despite interacting with uniform site content and interface design, user's mental models are significantly influenced by social cues embedded in content highlighting behavior, manifesting differential behavioral explanations, audience perceptions, and predictions of unseen features. Results are interpreted within a specific theory of socialized mental models.
Keywords: socialized mental models, user-generated content
Location aware applications to support mobile food vendors in the developing world BIBAKFull-Text 3385-3390
  Rahmad Dawood; Jude Yew; Steven J. Jackson
This paper describes an ongoing research project to explore the potential of location aware mobile phone-based applications to support mobile food vendors in the developing world. These vendors are a ubiquitous phenomenon in the developing world and can be seen hawking their wares in carts, bicycles or motorcycles. We report preliminary findings from nine interviews conducted with various mobile food vendors in Indonesia. Based on these findings, we present our initial system design for a mobile phone-based application that allows these vendors to advertize their current location, accept orders from customers, and have customers recommend particular vendors.
Keywords: ict4d, location aware, micro-entrepreneurs, mobile phone
SocialCRC: a social- and context-aware rendezvous coordination system BIBAKFull-Text 3391-3396
  Chuang-Wen You; Yi-Ling Chen; Wen-Huang Cheng; Ming-Syan Chen; Shan-An Tsai
We present a new mobile application SocialCRC to simplify the process of coordinating an impromptu rendezvous. By considering contextual information and the social relationships between the attendants of a rendezvous, SocialCRC can identify a more satisfactory rendezvous point. In this study, we deploy SocialCRC in the context of a dinner rendezvous. A preliminary user evaluation indicates that SocialCRC can offer satisfactory results for the most influential person involved in the coordination process. It also provides an acceptable solution for the whole group, without diminishing the satisfaction of the least influential person in the group.
Keywords: commensality, location-based services, rendezvous, social influence, social network
Video play: playful interactions in video conferencing for long-distance families with young children BIBAKFull-Text 3397-3402
  Sean Follmer; Hayes Raffle; Janet Go; Hiroshi Ishii
Long-distance families are increasingly staying connected with free video conferencing tools. However research has highlighted a need for shared activities for long-distance family communication. While video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families needs. This paper introduces games for intergenerational families to play with young children during a video chat. We build on research in CSCW and child development to create opportunities for silliness and open-ended play between adults and young children. Our goal is to create a space for shared activities that scaffold interaction across distance and generations.
Keywords: children, cscw, family communication, games, play, video conferencing
First-person cooking: a dual-perspective interactive kitchen counter BIBAKFull-Text 3403-3408
  Sarah Mennicken; Thorsten Karrer; Peter Russell; Jan Borchers
Hobby chefs have various ways to learn cooking-paper recipes or cooking shows, for example. However, information in paper recipes may require prior experience to be understood and a television show cannot adapt to a viewer's individual speed. Based on our findings on cooking habits, we are developing PersonalChef to unravel the complexity of recipes in order to increase users' confidence and fun when preparing an unknown recipe. PersonalChef is a multi-display, dual-perspective, interactive kitchen counter to support users in-situ while cooking and to teach them about food preparation. In addition to an interactive "personal chef" on a screen behind the stove, the user can retrieve as much or as little information as needed/wanted using a display embedded in the kitchen counter.
Keywords: computer-aided cooking, domestic spaces, dual-perspective, interactive cooking show, kitchen, ubiquitous computing
Navigation for the blind through audio-based virtual environments BIBAKFull-Text 3409-3414
  Jaime Sánchez; Mauricio Sáenz; Alvaro Pascual-Leone; Lotfi Merabet
We present the design, development and an initial study changes and adaptations related to navigation that take place in the brain, by incorporating an Audio-Based Environments Simulator (AbES) within a neuroimaging environment. This virtual environment enables a blind user to navigate through a virtual representation of a real space in order to train his/her orientation and mobility skills. Our initial results suggest that this kind of virtual environment could be highly efficient as a testing, training and rehabilitation platform for learning and navigation.
Keywords: orientation and mobility, virtual environment, visual impairment
Interface-to-face: sharing information with customers in service encounters BIBAKFull-Text 3415-3420
  Ohad Inbar; Noam Tractinsky
Customers are often deprived of valuable information during face-to-face service encounters. We discuss such situations in the context of the "incidental user" and highlight the associated problems. A theoretical framework is proposed, according to which sharing information with customers would significantly enhance the service experience both by inspiring trust and by contributing to the effectiveness of the service encounter. We discuss possible HCI-related solutions to this challenge, including the use of a double screen approach as a means for presenting information to customers and enhancing collaboration between service providers and their customers.
Keywords: effectiveness, incidental user, information display, service design, services, trust
On improving application utility prediction BIBAKFull-Text 3421-3426
  Joshua Hailpern; Nicholas Jitkoff; Joseph Subida; Karrie Karahalios
When using the computer, each user has some notion that "these applications are important" at a given point in time. We term this subset of applications that the user values as high-utility applications. Identifying these high-utility applications is critical to the fields of Task Analysis, User Interruptions, Workflow Analysis, and Goal Prediction. Yet, existing techniques to identify high-utility applications are based upon task identification, conglomeration of related windows, limited qualitative observation, or common sense. Our work directly associates measurable computer interaction (CPU consumption, window area, etc.) with the user's perceived application utility. In this paper, we present an objective utility function that accurately predicts the user's subjective impressions of application importance. Our work is based upon 321 hours of real-world data from 22 users (both professional and academic) improving existing techniques by over 53%.
Keywords: application importance, application utility, modeling
The tiresias effect: feedforward using light versus temperature in a tangible user interface BIBAKFull-Text 3427-3432
  Katie Seaborn; Alissa N. Antle
In this paper we discuss how light and temperature information can be designed to affect feedforward in a tangible user interface (TUI). In particular we focus on temperature, which has not been widely considered as a mode of information representation in feedback or feedforward. We describe a prototype that implements both information modes in a TUI. Finally, we outline a user study in which these modes are explored as feedforward coaching devices for a decision-making task. The expected outcomes are an understanding of the role of temperature as information for feedforward in TUIs and a set of design guidelines for designers of tangibles working with these physical characteristics.
Keywords: feedforward, tangible user interfaces, temperature
Computational objects and expressive forms: a design exploration BIBAKFull-Text 3433-3438
  Heekyoung Jung; Youngsuk L. Altieri; Jeffrey Bardzell
We suggest the concept of expressive forms as a rising design theme to explore aesthetics of computational objects. The theme, exemplified in our design exploration, attempts to synthesize a concept-driven design process and exploratory engagement with new forms and materials available to computational objects. We report the detailed process of designing the soft-spiky mouse including prototyping and a pilot user study, leading to a discussion about the experiential qualities and design implications of expressive forms for research on aesthetic interaction.
Keywords: aesthetic interaction, computational objects, design, hci, interaction design, tangible interfaces
BioTISCH: the interactive molecular biology lab bench BIBAKFull-Text 3439-3444
  Florian Echtler; Maximilian Häussler; Gudrun Klinker
In a molecular biology lab, scientists often need to execute strictly defined sequences of operations, typically mixing specific amounts of reagents. The exact steps require information from various sources, like manuals, websites and own notes. Direct access to a computer at the bench would be highly desirable but is rarely implemented, as computers do not fit well into a wet lab environment. In this paper, we present BioTISCH, an interactive workbench for molecular biology laboratories. We show a prototypical setup of an interactive table which provides a sterile user interface for access to existing documentation and for common tasks such as unit conversions. The example illustrates that interactive tables blend very well into a modern biological laboratory and could improve access and exchange of information in this environment.
Keywords: interactive table, lab bench, molecular biology, user interface
Digitizer auditory graph: making graphs accessible to the visually impaired BIBAKFull-Text 3445-3450
  Stephen H. Choi; Bruce N. Walker
This paper describes the design goal, design approach, and user testing of an assistive technology called Digitizer Auditory Graphfia sonification software tool that allows users to upload or take an image of a line graph with an optical input device (e.g., webcam, digital camera, cell phone camera) and then hear an auditory graph of the digitized graph image. This technique enables visually impaired students to have a multimodal display of the information in a graph. Preliminary evaluation results indicate that both visually impaired and sighted people can understand the patterns of graphs by listening to auditory graph, and optical input allows them to have simple and fast output results.
Keywords: assistive technology, auditory graph, sonification, visually impaired
Free-space pointing with constrained hand movements BIBAKFull-Text 3451-3456
  Theophanis Tsandilas; Emmanuel Dubois; Mathieu Raynal
Research on pointing devices has shown that rate control is appropriate for isometric and elastic devices but not effective when input control is purely isotonic. Human hand has been generally considered as an isotonic device. Therefore, pointing devices that are directly controlled by hand movements (e.g., the mouse) are based on position rather than rate control. In this work, we study the relevance of rate control in low-resolution input. Taking into account elastic properties of the human wrist, this work explores designs that mix position and rate control when input is handled by constrained hand movements.
Keywords: elastic devices, free-space pointing, hand movements, low-resolution input, position control, rate control
The effect of preference elicitation methods on the user experience of a recommender system BIBAKFull-Text 3457-3462
  Bart P. Knijnenburg; Martijn C. Willemsen
To increase the user experience, preference elicitation methods used by recommender systems can be adapted to individual differences such as the level of expertise. However, we will show that the satisfaction and perceived usefulness of a recommender system also depends strongly on subtle variations of the implementation of these methods.
Keywords: preference elicitation, recommender systems, satisfaction, understandability, usefulness, user experience
Mobile product customization BIBAKFull-Text 3463-3468
  Sven Gehring; Markus Löchtefeld; Johannes Schöning; Dominic Gorecky; Peter Stephan; Antonio Krüger; Michael Rohs
Many companies are using the web to enable customers to individually customize their products that range from automobiles and bicycles to CDs, cosmetics and shirts. In this paper we present a mobile application for product customization and production within a smart factory. This allows the ad hoc configuration of products at the point of sale (POS). We investigate human factors when customizing products while interacting with them. We focus on the concept of the mobile client that enables this ad hoc modification, but also present the production chain behind our product. We believe that this particular 3D interaction with a product and a mobile device help to improve the customer satisfaction as it allows for customizing a product in an easy and intuitive way. From a CHI perspective an important aspect is that our mobile augmented reality interface can help to match the costumer's expectations with the final modified product and allows the most natural and intuitive interaction. As a use case of the system, we present the modification of a soap dispenser.
Keywords: mobile interaction, product customization
Toward an ecological sensibility: tools for evaluating sustainable HCI BIBAKFull-Text 3469-3474
  M. Six Silberman; Bill Tomlinson
We are developing evaluation tools that help sustainable HCI researchers to contribute to the overall project of achieving sustainability. In this paper we argue for the importance of broadening sustainable HCI evaluation beyond traditional HCI evaluation. We note the widespread phenomenon of unintended environmental consequences, largely overlooked thus far in sustainable HCI evaluation. We discuss three categories of tools -- principles, heuristics, and indices -- that could facilitate evaluation of sustainable HCI projects, mainly by operationalizing definitions of sustainability. We suggest that sustainable HCI research could become more relevant by developing evaluations that link to understandings of sustainability beyond HCI, and more 'scientific' by developing more systematic evaluations, while acknowledging that many ways of knowing play important roles in both sustainability and HCI. Our next steps include developing these tools for sustainable HCI evaluation and applying them to published research.
Keywords: design, ecology, evaluation, methods, sustainability
MusicJacket: the efficacy of real-time vibrotactile feedback for learning to play the violin BIBAKFull-Text 3475-3480
  Rose M. G. Johnson; Janet van der Linden; Yvonne Rogers
This research investigates the potential for vibrotactile feedback to enhance motor learning in the context of playing the violin. A prototype has been built which delivers vibrotactile feedback to the arms to indicate to a novice player how to correctly hold the violin and how to bow in a straight manner. This prototype was tested in a pilot user study with four complete beginners. Observations showed improvements in three of the four players whilst receiving the feedback. We also discuss the pros and cons of using negative feedback to enhance learning.
Keywords: haptics, motion capture, vibrotactile feedback, violin teaching, wearable computing
Human performance modeling for all: importing UI prototypes into cogtool BIBAKFull-Text 3481-3486
  Brett N. Harris; Bonnie E. John; Jonathan Brezin
UI designers use a variety of prototyping tools, from paper and pencil sketching, to drag-and-drop mock-up tools (e.g., Balsamiq Mockups), to sophisticated suites of modeling tools and toolkits (e.g., iRise or dijit, the dojo GUI toolkit ). Many projects would benefit from quickly analyzing prototypes at an early stage without the effort of bringing in users for empirical tests. Most analysis tools, however (e.g., AutoCWW [1], Bloodhound [2], and CogTool [4]), require prototypes to be in their own format, which forces the designer to re-do the prototypes in order to analyze them. Our work is a step toward allowing the CogTool analysis tools to import from many different prototyping tools, so designers will have a path to quick usability analysis without changing the way they currently express their preliminary designs.
Keywords: UI prototyping, human performance modeling
Designing for children: a fear therapy tool BIBAKFull-Text 3487-3492
  Marco de Sá; Luís Carriço; João Faria; Isabel
Software for young children requires specific attention to a variety of details that range from the used metaphors, interaction modalities and even used language. These aspects gain further relevance when creating software for critical activities such as fear therapy, requiring specific approaches during the design process right from the start. This paper describes the design process of a set of software solutions for young children's fear therapy using mobile devices. We address the used techniques, procedures and describe the resulting prototypes. Initial evaluation results and future work plans are also presented.
Keywords: children, mobile devices, therapy, user centered design
Improving remote collaboration through side-by-side telepresence BIBAKFull-Text 3493-3498
  Paul Tanner; Varnali Shah
Virtually all teleconferencing solutions are designed to facilitate face-to-face interactions. While face-to-face is suitable for meetings or conversations, we see many real-world situations where people choose to sit in other configurations. Face-to-face telepresence inaccurately simulates these alternate interaction styles. In this paper we describe a side-by-side telepresence concept, which is more appropriate for side-by-side style interactions, such as collaborative writing or training. We explore the differences between face-to-face and side-by-side telepresence, and discuss our prototype side-by-side telepresence workstation.
Keywords: cscw, videoconferencing
Real time eye movement identification protocol BIBAKFull-Text 3499-3504
  Do Hyong Koh; Sandeep Munikrishne Gowda; Oleg V. Komogortsev
This paper introduces a Real Time Eye Movement Identification (REMI) protocol designed to address challenges related to the implementation of the eye-gaze guided computer interfaces. The REMI protocol provides the framework for 1) eye position data processing such as noise removal, smoothing, prediction and handling of invalid positional samples 2) real time eye movement identification into the basic eye movement types 3) mapping of the classified eye movement data to interface actions such as object selection.
Keywords: classification, eye movement, eye tracking, human computer interaction, identification, real time
Re-connect: designing accessible email communication support for persons with aphasia BIBAKFull-Text 3505-3510
  Abdullah Al Mahmud; Jean-Bernard Martens
In this paper we present some preliminary outcomes concerning the design of an email communication tool for persons with expressive aphasia. The purpose of our design is to make email accessible for aphasics. It is based on interviews with persons with aphasia and their partners and has been verified with a speech therapist. Our user studies confirm that aphasics find current email communication systems too challenging to use. The most obvious barrier is the lack of writing support. Based on these findings we designed an email application that should be simpler to use than existing solutions and that moreover supplies language support.
Keywords: accessibility, aphasia, assistive technology, email, offline production, storytelling, universal design
Cleanly: trashducation urban system BIBAKFull-Text 3511-3516
  Inbal Reif; Florian Alt; Juan David Hincapié Ramos; Katerina Poteriaykina; Johannes Wagner
Half the world's population is expected to live in urban areas by 2020. The high human density and changes in peoples' consumption habits result in an ever-increasing amount of trash that must be handled by governing bodies. Problems created by inefficient or dysfunctional cleaning services are exacerbated by a poor personal trash management culture. In this paper we present Cleanly, an urban trashducation system aimed at creating awareness of garbage production and management, which may serve as an educational plat-form in the urban environment. We report on data collected from an online survey, which not only motivates our research but also provides useful information on reasons and possible solutions for trash problems.
Keywords: design, interaction, public displays, recycling, rfid badges, trashducation, ubiquitous display environments
Extended KLM for mobile phone interaction: a user study result BIBAKFull-Text 3517-3522
  Hui Li; Ying Liu; Jun Liu; Xia Wang; Yujiang Li; Pei-Luen Patrick Rau
Facing with the fast development of mobile phones, the designers need to evaluate user performance for early responding to the potential interaction problems. Previous studies show that the original Keystroke-Level Model (KLM) has been successfully used in conventional computer-based interaction design. However, with the emphasizing of the next-generation design and new interactions in mobile phones, the existing KLM cannot fulfill all range of mobile-based tasks. This research aims to present discussions on extending KLM for mobile phone interaction. In addition to the basic operators in conventional KLM, another fourteen new operators and a new concept -- operator block were proposed. This extended KLM will help designers to reach a full-fledged user performance model for mobile phone interaction.
Keywords: keystroke-level model (klm), mobile phone interaction, user study
Graaasp: a web 2.0 research platform for contextual recommendation with aggregated data BIBAKFull-Text 3523-3528
  Evgeny Bogdanov; Sandy El Helou; Denis Gillet; Christophe Salzmann; Stephane Sire
In this paper we describe Graaasp, a social software currently under development to support the creation of a real usage database of social artifacts. Our goals are twofold: First to offer a generic aggregation service and user interface to people and communities. Second, to experiment with recommendation and reputation models and algorithms in e-learning.
Keywords: focal and contextual views, social computing, social navigation, social software, syndication, web 2.0
New media and folk music in rural India BIBAKFull-Text 3529-3534
  Neha Kumar; Tapan S. Parikh
This paper presents the results of a preliminary ethnographic study of folk music practices in rural Malwa, Madhya Pradesh (India), specifically on the impact of new media on the production and dissemination of this music. Our findings show that new media can lead to increased listening and appreciation of folk music, but that better mechanisms are required for remunerating and recognizing folk artists themselves.
Keywords: entertainment, ethnography
Mobile interaction techniques for interrelated videos BIBAKFull-Text 3535-3540
  Jochen Huber; Jürgen Steimle; Max Mühlhäuser
With the advent of increasingly powerful mobile devices like Apple's iPhone, videos can be used virtually anywhere and anytime. However, state of the art mobile video browsers do not efficiently support users in browsing within individual, semantically segmented videos and between the large amounts of related videos, e.g. available on the Web. We contribute a novel user interface for the mobile navigation of large video collections comprising two novel spatial interaction techniques for the mobile, nonlinear interaction with multiple videos. Evaluation results show that our solution leads to significantly higher efficiency and user satisfaction.
Keywords: e-lectures, mobile devices, multimedia, video browsing
Design by physical composition for complex tangible user interfaces BIBAKFull-Text 3541-3546
  Tanja Doering; Bastian Pfleging; Christian Kray; Albrecht Schmidt
In this paper, we present a novel approach to create devices with tangible user interfaces by physical com-position. While the separation of the user interface from the application logic has a long tradition in software engineering, for products with tangible user interfaces there is no equivalent approach that realizes a true separation and flexible combination of interface components, underlying technology, and software parts. We propose a novel concept that is based on an inner Core for the basic technical and software platform of a product and an outer Shell that builds a flexible and ex-changeable tangible user interface from passive components. Using vision-based tracking, we can realize a clear separation between the components. No wiring is necessary. This paper introduces our novel approach and presents a first working prototype as well as initial results from its application in a design workshop.
Keywords: 3d printing, dialog independence, evolutionary prototyping, paper prototyping, physical interfaces, physical prototyping, smart products, tangible user interfaces
Personal, public: using DIY to explore citizen-led efforts in urban computing BIBAKFull-Text 3547-3552
  Solomon Bisker; Mark Gross; Donald Carter; Eric Paulos; Stacey Kuznetsov
As communities develop technological literacy and explore how technology can impact their lives, the future of urban computing will come from grass-roots initiatives in addition to traditional top-down urban planning. To this end, we aim to engage the do-it-yourself (DIY) community in exploring how individuals can add technology to their communities. As design probes into this space, we have built prototype devices around off-the-shelf technology, open-ended interactions and simple engineering techniques familiar to the DIY community. Through evolving these devices with both the technical DIY community and Pittsburgh's local communities, we hope to spark citizen-led efforts in bringing novel applications of computing to our communities.
Keywords: cameras, community, diy, government, photography, public performance, story telling, throwies, ubiquitous computing, urban computing, urban planning
Making friends by killing them: using location-based urban gaming to expand personal networks BIBAKFull-Text 3553-3558
  Josh Coe; Monchu Chen
Cultural problems exist with current online systems for meeting new people, such as dating sites, which encourage unnatural meetings with strangers. An SMS-based murder mystery game was designed to facilitate the natural progression of growing one's personal network by meeting friends of friends. Considerations on how a location-based mobile system could further facilitate personal network expansion are discussed.
Keywords: concept design, ethnography, handheld devices and mobile computing, participatory design / cooperative design, social computing and social navigation, urban gaming, user experience design / experience design, user studies, user-centered design / human-centered design
Stimulating everyday creativity: harnessing the potential of customizable UIs BIBAKFull-Text 3559-3564
  Sampada Sameer Marathe
Customizability makes an interactive interface an ideal venue for users to participate in the content creation and consumption process, thereby offering possibilities for creative pursuits. In this paper I describe research that has been designed to investigate the creativity enhancing potential of such customizable user interfaces (UIs).
Keywords: cosmetic, creativity, customization, functional
Design of a web-based therapist tool to promote emotional closeness BIBAKFull-Text 3565-3570
  Junia Coutinho Anacleto; Sidney Fels; Johana María Rosas Villena
We describe progress using a user-centered design process to migrate a family therapy game to a web-based therapist tool, called FamilySense, that supports therapists creating part of the therapeutic game. Using cards with questions about players' daily life and alternative answers considering their cultural context, the game gives parent and child awareness of each other. Online design of different elements for the board, cards and communication provide an effective online therapy tool. Four user-centered design process stages are presented including: design strategies, design questions, stakeholders, prototype and evaluation for each stage. The process has been successful for the migration, achieving an online game environment that shows strong potential for a family therapy tool.
Keywords: closeness, family, therapeutic game
Comparing awareness and distraction between desktop and peripheral-vision displays BIBAKFull-Text 3571-3576
  Lindsay Reynolds; Jeremy Birnholtz; Eli Luxenberg; Carl Gutwin; Maryam Mustafa
We tested a peripheral-vision display to provide users with awareness of others and their level of interest in interaction in an experiment where participants had to be aware of a simulated workgroup during a visually-demanding primary task. Participants gathered more information from the peripheral-vision display although they attended to it significantly less often (less than half the number of glances, and less than a third of the total time spent looking). Our results suggest that the peripheral-vision space around the user is a valuable resource for awareness and communication systems.
Keywords: awareness, chat, distributed workgroups, instant messaging, peripheral displays
TriggerHunter: designing an educational game for families with asthmatic children BIBAKFull-Text 3577-3582
  Hwajung Hong; Hee Young Jeong; Rosa I. Arriaga; Gregory D. Abowd
In this paper, we propose a collaborative and educational game for families with asthmatic children to improve their health. This paper describes design approaches and specifications of a game called TriggerHunter that enables asthmatic children to see asthma triggers in their home environment through an augmented reality technology. The goal of designing a game for tracking asthma triggers in the real world is to educate asthmatic children and their parents about triggers that may cause asthma attacks or worsen symptoms. By providing tailored learning experience that is enjoyable, this interactive game aims to increase awareness of asthma triggers and changes behaviors as to improve pediatric asthma management.
Keywords: asthma, augmented reality, educational game, healthcare, interactive system
Asthmon: empowering asthmatic children's self-management with a virtual pet BIBAKFull-Text 3583-3588
  Hee Rin Lee; Wassa R. Panont; Brian Plattenburg; Jean-Pierre de la Croix; Dilip Patharachalam; Gregory Abowd
Asthma is a common chronic childhood disease. Children spend a majority of their time in schools, and barriers to on-site asthma management have been reported. Previous forms of clinical intervention have regarded patients as passive subjects. However, self-management plays a significant role in caring for asthmatics. We consider asthmatic children and their parents, primary caregivers, as active participants in their treatment and care. To achieve this, we created Asthmon, a portable virtual pet that measures the lung capacity, and instructs appropriate actions to take.
Keywords: asthma, children, virtual pet
'Castling rays' a decision support tool for UAV-switching tasks BIBAKFull-Text 3589-3594
  Talya Porat; Tal Oron-Gilad; Jacob Silbiger; Michal Rottem-Hovev
This project is a collaborative research effort of the Israeli Air Force (IAF), Synergy Integration LtD. and Ben-Gurion University. It is directed to design and develop tools and display layouts to facilitate task switching and coordination among operators in Multi-Operator Multi-UAV (Unmanned Aerial Vehicle) environments. All for the benefit of improving overall mission performance.
   In this paper we focus on one of the main tools that were developed -- 'Castling Rays'. The 'Castling Rays' tool is a UAV-switching decision aid, enabling operators to visually view which UAV has the best view of 'their' target at any given moment. Structured interviews with experienced operators strengthened the necessity and importance of this tool in reducing operators' workload and improving their situation awareness.
Keywords: task switching
Game-y information graphics BIBAKFull-Text 3595-3600
  Nicholas Diakopoulos
In this paper we explore the application of formal elements of games such as goals and scores to information graphics?so called "game-y" information graphics. In order to study how game-y aspects could engender exploration of a dataset, we built two versions of an information graphic, one without game elements and the other incorporating aspects of trivia games. Preliminary results based on a real world deployment of the graphics on a newspaper website suggest that the trivia game information graphic engendered increased exploration of the data space by users as compared to the regular version of the graphic.
Keywords: computational journalism, games, information graphics, storytelling
Towards predicting web searcher gaze position from mouse movements BIBAKFull-Text 3601-3606
  Qi Guo; Eugene Agichtein
A key problem in information retrieval is inferring the searcher's interest in the results, which can be used for implicit feedback, query suggestion, and result ranking and summarization. One important indicator of searcher interest is gaze position -- that is, the results or the terms in a result listing where a searcher concentrates her attention. Capturing this information normally requires eye tracking equipment, which until now has limited the use of gaze-based feedback to the laboratory. While previous research has reported a correlation between mouse movement and gaze position, we are not aware of previous work on automatically inferring searcher's gaze position from mouse movement or similar interface interactions. In this paper, we report the first results on automatically inferring whether the searcher's gaze position is coordinated with the mouse position -- a crucial step towards predicting the searcher gaze position from the computer mouse movements.
Keywords: eye-mouse coordination, searcher behavior, web search
GColl: enhancing trust in flexible group-to-group videoconferencing BIBAKFull-Text 3607-3612
  Petr Slovák; Pavel Troubil; Petr Holub
In this paper we describe a quantitative study of a group-to-group videoconferencing environment called GColl that provides a compromise between the need for preserving non-verbal cues and the requirements of low-cost and flexibility. We have compared the task process and outcome of participants interacting over an environment analogous to common commodity solutions, those using face-to-face communication, and groups communicating over GColl. Our results demonstrate that it is possible to design a group-to-group collaboration environment with modest technical requirements and low overall cost that still shows measurable advantages over the common environment in its ability to support trust in social dilemma games.
Keywords: evaluation, gaze awareness, gcoll, video conferencing
Laugh enhancer using laugh track synchronized with the user's laugh motion BIBAKFull-Text 3613-3618
  Shogo Fukushima; Yuki Hashimoto; Takashi Nozawa; Hiroyuki Kajimoto
In television shows, we are familiar with the sound of artificial laughter, the so called "canned laughter" or "laugh track". It generally has an enhancing effect on the viewer's desire to laugh. However, if the sound is played when the user dislikes the content, it works negatively. To cope with this problem, we propose a system that produces the laugh track synchronized with the user's desire to laugh. We use a use a myoelectric signal from the diaphragmatic muscle to detect an initial laugh, and dolls around the user to produce the laugh sound. We speculated that although the initial laugh trigger from the user is necessary, the system can still effectively enhance the laugh activity, and even affect the subjective quality of the contents.
Keywords: diaphragmatic muscle, emotion and affective user interface, laugh enhancement, laugh track, laughter
TOPAOKO: interactive construction kit BIBAKFull-Text 3619-3624
  Kuan-Ju Wu; Mark D. Gross
If you have a laser cutter, you can build your own TOPAOKO. We describe work in progress on TOPAOKO, an interactive construction kit that encourages experimentation and play with pieces of a hardboard based, embedded circuit, kit. We describe each component of the kit and examples of constructions built with it.
Keywords: interactive construction kit, tangible interface
The haptic wheel: design & evaluation of a tactile password system BIBAKFull-Text 3625-3630
  Andrea Bianchi; Ian Oakley; Jong Keun Lee; Dong Soo Kwon
Authentication through passwords in public spaces (such as in ATMs) is susceptible to simple observation attacks, such as shoulder surfing, which can result in the password being compromised and ultimately the exposure of users to fraud and theft. Haptic technology, which can present information non-visually to users, offers a potential solution to this problem through the creation of tactile passwords. Situated in this space, this paper presents the design and initial evaluation of a novel haptic device, the haptic wheel, which displays tactons, or structured tactile messages, to enable password entry. It describes this device and the tactile passwords it supports in detail before presenting two short user studies. The results of these reveal that the chosen tactons are easily identifiable and that password entry times are significantly improved compared to previous systems based on haptic authentication.
Keywords: non-visual interaction, pin entry, security, tactile ui
iLight: information flashlight on objects using handheld projector BIBAKFull-Text 3631-3636
  Sunjun Kim; Jaewoo Chung; Alice Oh; Chris Schmandt; Ig-Jae Kim
Handheld Projectors are novel display devices developed recently. In this paper we present iLight, Information flashLight, which is based on the ongoing research project Guiding Light [9] using a handheld projector. By using a handheld projector with a tiny camera attached on it, system can recognize objects and augment information directly on them. iLight also present a interaction methodology on handheld projector and a novel real-time interactive experiences among users.
Keywords: augmented reality, handheld projector, interactive object, object augmentation
VibroGlove: an assistive technology aid for conveying facial expressions BIBAKFull-Text 3637-3642
  Sreekar Krishna; Shantanu Bala; Troy McDaniel; Stephen McGuire; Sethuraman Panchanathan
In this paper, a novel interface is described for enhancing human-human interpersonal interactions. Specifically, the device is targeted as an assistive aid to deliver the facial expressions of an interaction partner to people who are blind or visually impaired. Vibro-tactors, mounted on the back of a glove, provide a means for conveying haptic emoticons that represent the six basic human emotions and the neutral expression of the user's interaction partner. The detailed design of the haptic interface and haptic icons of expressions are presented, along with a user study involving a subject who is blind, as well as sighted, blind-folded participants. Results reveal the potential for enriching social communication for people with visual disabilities.
Keywords: basic facial expressions, bilateral interpersonal interaction, haptic interface, vibrotactile, vibrotactile glove
Eyebrowse: real-time web activity sharing and visualization BIBAKFull-Text 3643-3648
  Max Van Kleek; Brennan Moore; Christina Xu; David R. Karger
In this paper, we explore the potential for letting users automatically track and selectively publish their web browsing activities in real time on the Web. We developed a system, Eyebrowse, with three goals: first, to provide a means for individuals to better understand how they spend time on the web through visualizations and statistics; secondly, to foster social discovery and awareness through real-time web activity sharing; and finally, to build a large public corpus of web browsing trails using this method. We gathered user impressions of Eyebrowse, including perceived usefulness, feelings of self-exposure, and privacy concerns, for ascertaining ways to improve the system.
Keywords: life-tracking
Social network games: exploring audience traits BIBAKFull-Text 3649-3654
  Jieun Sung; Torger Bjornrud; Yu-hao Lee; D. Yvette Wohn
The audience of social network games is an as of yet unexplored group. Given the growing number of users and people spending time playing social network games, a better understanding of the audience, and how they are using social network games is important to crafting better social networking tools in the future. Respondents of this survey reported personality factors, demographics, habit strength, self-efficacy of social network games, and types of use by different features.
Keywords: games, social networking sites, web-based interaction
Encouraging awareness of peers' learning activities using large displays in the periphery BIBAKFull-Text 3655-3660
  K. K. Lamberty; Katherine Froiland; Jason Biatek; Stephen Adams
Learners benefit from creating personally meaningful artifacts for an audience, especially when those artifacts embody concepts the learners aim to understand. In this pilot study, we explored ways to expand opportunities for sharing mathematical artifacts with a larger audience (beyond learners seated next to each other) by incorporating structured ways to share work on a large display. We changed the functionality of the large display throughout the experiment to explore different content management schemas. Early results suggest children's awareness of their peers' work increases with the use of the large display, but that they tend to share only finished work.
Keywords: ambient, awareness, children, large display, learning, math, peripheral display
Opportunities for computing to support healthy sleep behavior BIBAKFull-Text 3661-3666
  Eun Kyoung Choe; Julie A. Kientz; Sajanee Halko; Amanda Fonville; Dawn Sakaguchi; Nathaniel F. Watson
Getting the right amount of quality sleep is one of the key aspects of good health, along with a healthy diet and regular exercise. We conducted a literature review and formative study aimed at uncovering the opportunities for technology to support healthy sleep behaviors. We present the results of interviews with sleep experts, a large survey, and interviews with potential users that indicate what people would find practical and useful for sleep. We identified a number of functional and non-functional requirements for technology for sleep. We explored three possible technology ideas for healthy sleep behaviors: a sleep tracking tool, game to promote sleep, and sleep condition assessment tool.
Keywords: design, health, qualitative study, sleep, technology
A survey to assess the potential of mobile phones as a learning platform for panama BIBAKFull-Text 3667-3672
  Elba del Carmen Valderrama Bahamóndez; Albrecht Schmidt
Education is a major concern in developing countries. We believe that new and emerging technologies offer hope in improving their educational systems. While the use of personal computers in developing countries is still very low, they have seen a widespread adoption of mobile phones in recent years. Since mobile phones have become small computing platforms, this inspired us to investigate their potential as educational tools. In this paper we report on a large survey (300 school children, 85 teachers) that was carried out in Panama to assess the status quo of technology use, as well as the initial ideas of the potential of using mobile phones in the context of school education. Results show that there is a high proliferation of mobile phones among school children, and that teachers and pupils were all able to envision using mobile phones for learning purposes. The results indicate that mobile devices have the potential to integrate into existing learning contexts, as well as enable new learning contexts.
Keywords: developing countries, education, mobile learning
Measuring user experience of websites: think aloud protocols and an emotion word prompt list BIBAKFull-Text 3673-3678
  Helen Petrie; John Precious
To develop simple yet effective methods for eliciting user experience of websites and other interactive technologies, we explored the use of two techniques: an emotional think aloud protocol and an emotion word prompt list (EWPL). A study of four websites with 16 participants found that a retrospective emotional think aloud protocol produced significantly more emotion words than an equivalent concurrent protocol; plus, with on average 40 emotion words per website, it appears an effective technique for eliciting users emotional reactions to websites. Surprisingly, the use of the EWPL did not produce more emotion words per website, but may still help users overcome their difficulties in expressing emotional reactions to websites when unprompted. Further research will explore the use of these methods with other interactive technologies.
Keywords: emotion, evaluation, user experience, website
Improving the form factor of a wrist-based mobile gesture interface BIBAKFull-Text 3679-3684
  James Deen; Seungyon Claire Lee; BoHao Li; Thad Starner
We present the form factor design iteration process of the Gesture Watch, a wearable gesture interface that utilizes non-contact hand gestures to control mobile devices while non-visual feedback is provided from its tactile display. Based on limitations discovered from a previous prototype, we identified three design challenges: wearability, mobility, and tactile perception. In addressing these challenges, we focus on three main parts affecting the form factor: the sensor housing, the strap, and the motor housing.
Keywords: design iteration, wearable interface
Sharing awareness information improves interruption timing and social attraction BIBAKFull-Text 3685-3690
  Dai Tang; Jeremy Birnholtz
In distant collaborations, interruptions increase significantly due to the limited awareness of colleagues' availability. In this paper we evaluate OpenMessenger, an instant messaging prototype that provides awareness information. Results suggest that the use of OM benefits group task performance and the social attraction developed between group members. Experiment observation also suggests that people use OM both to predict their partner's availability and to explain the causes of their partner's late response.
Keywords: awareness, computer-mediated communication, cscw, instant messaging, interruption
Event maps: a collaborative calendaring system for navigating large-scale events BIBAKFull-Text 3691-3696
  Jingtao Wang; Danny Soroker; Chandra Narayanaswami
Event Maps is a novel, rich and interactive web-based system targeted at improving the experience of attending and organizing large, multi-track conferences. Through its zoomable Tabular Timeline, users can navigate the conference schedule, seamlessly moving between global and local views. Through a compact decoration widget named Active Corners, Event Maps enables contextual asynchronous collaboration before, during, and after the conference. Organizers can easily create or import conference schedules via a backend interface, and also use the provided analytic toolkits to get insights from visiting patterns and statistics.
Keywords: collaborative visualization, computer supported collaborative working, information visualization, temporal data
Guidelines for a costume designer's workbench BIBAKFull-Text 3697-3702
  Rachael Bradley; Jennifer Preece
Costume design presents an opportunity to study image search, selection, and use within the context of visual communication. Interaction with images is fundamental to supporting many collaborative design practices. This paper presents emergent guidelines for a costume designer's workbench based on three case studies of costume-related image use during the design and production of three plays. Future work will implement such a workbench and then test it with a wide variety of costume designers.
Keywords: costume design, image use, visual collaboration
Touch2Annotate: generating better annotations with less human effort on multi-touch interfaces BIBAKFull-Text 3703-3708
  Yang Chen; Jing Yang; Scott Barlowe; Dong H. Jeong
Annotation is essential for effective visual sense making. For multidimensional data, most existing annotation approaches require users to manually type notes to record the semantic meaning of their findings. They require high effort from multi-touch interface users since these users often experience low typing speeds and high typing errors. To lower the typing effort and improve the quality of the generated annotations, we propose a new approach that semi-automatically generates annotations with rich semantic meanings on multidimensional visualizations. A working prototype of this approach, named Touch2Annotate, has been implemented and used on a tabletop. We present a scenario of using Touch2Annotate to demonstrate its effectiveness.
Keywords: annotation, information visualization, multi-touch interface, taxonomy
3D user interface combining gaze and hand gestures for large-scale display BIBAKFull-Text 3709-3714
  ByungIn Yoo; Jae-Joon Han; Changkyu Choi; Kwonju Yi; Sungjoo Suh; Dusik Park; Changyeong Kim
In this paper, we present a novel attentive and immersive user interface based on gaze and hand gestures for interactive large-scale displays. The combination of gaze and hand gestures provide more interesting and immersive ways to manipulate 3D information.
Keywords: attentive ui, freehand gestures, gaze gesture, immersive ui, interactive wall display
Exploring social dimensions of personal information management with adults with AD/HD BIBAKFull-Text 3715-3720
  Jina Huh; Mark Steven Ackerman
Studies in personal information management (PIM) have primarily examined PIM behavior as an individual activity. In this paper, we discuss social dimensions of PIM, more specifically, socially derived PIM activities. The biggest challenge adults with Attention Deficit / Hyperactivity Disorder (AD/HD) face is managing information and tasks. Accordingly, online forums for sharing PIM strategies is a wide spread practice among many individuals with AD/HD. Those that are not engaged in online forums are also found to often rely on social resources in forming PIM strategies. We discuss social dimensions of PIM emerged from our 16 interviews with adults with AD/HD and coaches of AD/HD. Our findings provide a good starting point towards understanding the social, adaptive and evolutionary nature of PIM practices, which would later inform design implications.
Keywords: ad/hd, add, adhd, personal information management, social learning, task management
Kairos Chat: a novel text-based chat system that has multiple streams of time BIBAKFull-Text 3721-3726
  Kanayo Ogura; Yoko Matsumoto; Yoshiyuki Yamauchi; Kazushi Nishimoto
In this paper we propose a novel chat system named "Kairos Chat" that has multiple streams of time whose velocities are different. A pilot study shows that users spontaneously use the different streams for different types of messages without any concrete instructions on how to use the streams.
Keywords: cmc (computer-mediated communication)
How do users interact with a pet-robot and a humanoid BIBAKFull-Text 3727-3732
  Anja Austermann; Seiji Yamada; Kotaro Funakoshi; Mikio Nakano
In this paper, we compare users' interaction with the humanoid robot ASIMO and the dog-shaped robot AIBO. We conducted a user study in which the participants had to teach object names and simple commands and give feedback to either AIBO or ASIMO. We did not find significant differences in the users' evaluation of both robots and in the way commands were given to the two different robots. However, the way of giving positive and negative feedback differed significantly: We found that for the pet-robot AIBO users tend to give reward in a similar way as giving reward to a real dog by touching it and commenting on its performance by uttering feedback like "well done" or "that was right". For the humanoid ASIMO, users did not use touch as a reward and rather used personal expressions like "thank you" to give positive feedback to the robot.
Keywords: aibo, asimo, human-robot interaction, robots, user studies
MobiDev: a mobile development kit for combined paper-based and in-situ programming on the mobile phone BIBAKFull-Text 3733-3738
  Bastian Pfleging; Elba del Carmen Valderrama Bahamondez; Albrecht Schmidt; Martin Hermes; Johannes Nolte
In this paper we present MobiDev, a development kit that allows the creation of applications for mobile devices by developing directly on a mobile phone and by using paper-based sketches as a starting point for creating the user interface (UI). Although programming mobile applications on a computer has a well defined development structure, developing a mobile application on the mobile phone instead offers some advantages: (1) it allows people without access to a computer but to a mobile phone to create mobile applications and (2) it supports the development of applications which employ enhanced mobile phone features that are not fully supported by current desktop development environments. Users draw UI sketches on paper (similar to a paper prototype) as the initial step in an evolutionary UI development process to speed up the development of the application and to minimize the text input effort.
Keywords: design, mobile application development, mobile phone, programming, rapid software generation, visual programming
Real-time eye gaze tracking with an unmodified commodity webcam employing a neural network BIBAKFull-Text 3739-3744
  Weston Sewell; Oleg Komogortsev
An eye-gaze-guided computer interface could enable computer use by the seriously disabled but existing systems cost tens of thousands of dollars or have cumbersome setups. This paper presents a methodology for real-time eye gaze tracking using a standard webcam without the need for hardware modification or special placement. An artificial neural network was employed to estimate the location of the user's gaze based on an image of the user's eye, mimicking the way that humans determine where another person is looking. Accuracy measurements and usability experiments were performed using a laptop computer with a webcam built into the screen. The results show this approach to be promising for the development of usable eye tracking systems using standard webcams, particularly those built into many laptop computers.
Keywords: eye tracker, gaze estimation, human computer interaction, neural network, webcam
Grip sensing in smart toys: a formative design method for user categorization BIBAKFull-Text 3745-3750
  Manohar Ganesan; Neil W. Russell; Rahul Rajan; Nathan Welch; Tracy L. Westeyn; Gregory D. Abowd
Modern toys are interactive, motivate play, and can be used to aid detection and analysis of play behavior. Our research has investigated the use of wireless sensors embedded in toys to aid in the automatic detection and analysis of children's playtime activities. In order to guide age appropriate interaction style and facilitate data collection (adult vs. child), we need to identify who is playing with the toy. This becomes especially challenging when these smart toys are deployed into everyday play areas. In this paper we describe a formative design methodology to inform the creation of a smart toy that could allow differentiation between a child and adult. We also describe an evaluation of our prototype design from a pilot study that shows promise for future research.
Keywords: activity recognition, affordances, autism, cognitive conditioning, developmental delay, object-play, play behavior, sensors, toy design, user categorization
DigestManga: interactive movie summarizing through comic visualization BIBAKFull-Text 3751-3756
  Hiroaki Tobita
DigestManga is a system for interactively integrating movies with comics. Several systems already exist for visualizing input movies as comic books to allow users to see several frames of a movie at the same time through a comic visualization. However, their intention is mainly to represent a movie with visual summaries. Although users can edit the visualized comic book to arrange the summaries, the manipulations are not reflected in the input movie.
Keywords: comic and manga visualization, contents deformation, interactive system, movie editing
COMLEX: visualizing communication for research and saving lives BIBAKFull-Text 3757-3762
  William Billingsley; Cindy Gallois; Andrew Smith; Marcus Watson
One of the major causes of patient harm in hospital is poor communication. We are developing a video review and visualization platform to research and improve medics' communication skills. It intended for use by experimenters, as a deployable training tool for medics, and also for forensic review of communication. It supports pluggable analysis modules and visualizations for research teams, and configurable workflow for educators and hospital administrators.
Keywords: communication skills, medical simulation, professional development tools, video review, visualization
Behind the scenes of google maps navigation: enabling actionable user feedback at scale BIBAKFull-Text 3763-3768
  Yelena Nakhimovsky; Andrew T. Miller; Tom Dimopoulos; Michael Siliski
This case study describes an Android-based feedback mechanism, created to gain structured input on prototypes of Google Maps Navigation, a mobile GPS navigation system, during real-world usage. We note the challenges faced, common to many mobile projects, and how we addressed them. We describe the user flow for submitting feedback; the resulting feedback report from the team's perspective; our triaging process for the high volume of incoming data; and the results & benefits gleaned from using this system. Learnings and recommendations are provided, to aid mobile teams who may be interested in developing a similar system for their working prototype, particularly if real-world testing is required.
Keywords: gps, in-vehicle information systems, in-vehicle navigation, mobile research, research methods, research tools
Hands free mouse: comparative study on mouse clicks controlled by humming BIBAKFull-Text 3769-3774
  OndYej Poláek; Zdenk Míkovec
In this paper we present a novel method of simulating mouse clicks while the cursor is navigated by head movements tracked by webcam. Our method is based on simple hummed voice commands. It is fast, language independent and provides full control of common mouse buttons. Our method was compared with other three different methods in an experiment that proved its efficiency by means of task duration.
Keywords: accessibility, comparative study, head tracking, non-verbal vocal interface, voice interface
Locked-out: investigating the effectiveness of system lockouts to reduce errors in routine tasks BIBAKFull-Text 3775-3780
  Jonathan Back; Duncan P. Brumby; Anna L. Cox
While frustrating and innocuous in many settings, errors can have disastrous consequences for the use of safety critical systems and medical devices. This work-in-progress investigates the effectiveness of an enforced lockout period for reducing errors in a routine task. During the lockout period the user can look at, but not interact with the device interface for a period of 10 seconds before they resume the task after an interruption. Results show that this lockout period can reduce sequence errors by up to 64%. Identifying ways to reduce the disruptiveness of interruptions is important for HCI research given that many devices are now used in settings where interruptions are commonplace.
Keywords: human error, interruptions, lockout, resumption delay

Work-in-progress, April 14-15

The effect of avatar realism of virtual humans on self-disclosure in anonymous social interactions BIBAKFull-Text 3781-3786
  Sin-Hwa Kang; Jonathan Gratch
In this paper, we illustrate progress in research designed to investigate interactants' self-disclosure when they communicate with virtual humans or real humans in computer-mediated interactions. We explored the effect of the combination of avatar realism and interactants' anticipated future interaction (AFI) on self-disclosure in emotionally engaged and synchronous interaction. We primarily aimed at exploring ways to promote interactants' self-disclosure while securing their visual anonymity, timely nonverbal feedback of virtual humans, when interactants anticipate future interaction. The research examined interactants' self-disclosure through measuring their verbal behaviors. The preliminary findings indicated that interactants revealed greater intimate information about themselves in interactions with virtual humans than with real humans. However, interactants' AFI did not affect their self-disclosure, which does not correspond to the results of previous studies using text based interfaces.
Keywords: affective behavior, anonymity, anticipated future interaction, avatar realism, contingency, evaluation, nonverbal feedback, rapport, self-disclosure, virtual humans
A cross-device spatial workspace supporting artifact-mediated collaboration in interaction design BIBAKFull-Text 3787-3792
  Florian Geyer; Harald Reiterer
In this paper we present our approach to support artifact-mediated collaboration in interaction design. We argue that the extensive number and the diversity of artifacts created and reflected upon during collaborative design activities as well as transitions between physical and digital representations impose both a challenge and opportunity for supporting interaction design practice. The design principles for our experimental tool that we introduce within this paper are based on a cross-device spatial workspace synchronized by a shared design artifact repository within a computation-augmented design studio setting.
Keywords: artifact-mediated collaboration, design artifact visualization, design process, design tools
Learning basic dance choreographies with different augmented feedback modalities BIBAKFull-Text 3793-3798
  Dieter Drobny; Jan Borchers
We plan to evaluate different kinds of augmented feedback (tactile, video, sound) for learning basic dance choreographies. Therefore we develop a dance training system based on motion capturing technology. In this work we describe and put up for discussion its capabilities and our methodological approach.
Keywords: dancing, motor skill learning, tactile feedback, wireless sensor system
Designing for collaboration: improving usability of complex software systems BIBAKFull-Text 3799-3804
  Mari-Klara Oja
Designing for collaboration approaches systems and users as a team and focuses on the cooperation between the two. This work in progress aims to delineate how designing for collaboration is also inherently designing for usability. It is proposed that designing for collaboration is theoretically more appropriate for building complex problem-solving applications, where the user and system are by definition co-information-processors.
Keywords: complex software systems, human-computer collaboration, usability
Arranging touch screen software keyboard split-keys based on contact surface BIBAKFull-Text 3805-3810
  Kentaro Go; Leo Tsurumi
Touch screen devices, which have become ubiquitous in our daily lives, offer users flexible input and output operations. Typical operation methods for touch screen devices include the use of a stylus or a finger. A touch screen user can select a stylus or finger depending on the user's situation and preference. In this paper, we propose a dynamic method of assigning symbols to keys for a software keyboard on a touch screen device. This method provides flexible adjustment to both the stylus operation and finger operation.
Keywords: mobile device, split key, text entry, touch screen
Remote skincare advice system using life logs BIBAKFull-Text 3811-3816
  Maki Nakagawa; Koji Tsukada; Itiro Siio
Many women find it difficult to maintain beautiful skin since different skincare approaches require different amounts of effort, time, and special knowledge. Women often ask experts in cosmetic stores for skincare advice. However, this approach has the limitations of time, place, and personal information. To solve these problems, we propose a remote skincare advice system that uses life logs. This system helps users to automatically log information related to their skin condition and share these data with skincare experts in order to obtain appropriate advice.
Keywords: advice, life log, skincare
Lightweight selective availability in instant messaging BIBAKFull-Text 3817-3822
  Mirko Fetter; Julian Seifert; Tom Gross
Selective availability in instant messaging systems can improve connectiveness while at the same time keeping disruption low. In this paper we report on a four-week experience sampling study of selective availability in instant messaging to inform the design of lightweight mechanisms with little user effort.
Keywords: computer-mediated communication, computer-supported cooperative work, instant messaging
Understanding information sharing from a cross-cultural perspective BIBAKFull-Text 3823-3828
  Yurong He; Chen Zhao; Pamela Hinds
We are examining how Chinese and Americans share positive and negative information online and offline in different types of relationships. In this paper, we present results of a pilot study used to refine our methods and get some insight into this question. The pilot study, as hoped, confirmed that a scenario-based study of cross-cultural differences may be a viable way to understand potential technology use. We also found preliminary evidence that Chinese and Americans had different perspectives on how and when information should be shared. In the next phase of our work, we will deploy a scenario-based survey to a large sample of employees at a single company in China and the US.
Keywords: culture, information sharing, online
Enhancing distributed corporate meetings with lightweight avatars BIBAKFull-Text 3829-3834
  N. Sadat Shami; Li-Te Cheng; Steven Rohall; Andrew Sempere; John Patterson
The difficulties remote participants of distributed meetings face are widely recognized. In this paper we describe the design of an avatar-based e-meeting support tool named Olympus, which aims to ameliorate some of the challenges remote participants face in distributed meetings. Olympus provides a customizable peripheral display on the bottom of existing e-meeting solutions. An initial observational study was conducted of the use of Olympus in 6 meetings, three each of a status meeting and a presentation meeting. Avatars fostered team bonding through social play during status meetings, while minimalist dots allowed focused attention during presentation meetings.
Keywords: avatars, distributed meetings, virtual worlds
Investigation of cultural dependency in mobile technology and older adults BIBAKFull-Text 3835-3840
  Sofianiza Abd Malik; Alistair D. N. Edwards
Studies using different methods have been carried out of older adults' use of mobile technology in Malaysia and the UK. Preliminary results suggest that there are significant differences in the results which are culturally dependent.
Keywords: focus group, interview, method, mobile phone, older adults, personas
Measuring environments for public displays: a space syntax approach BIBAKFull-Text 3841-3846
  Sheep N. Dalton; Paul Marshall; Ruth Conroy Dalton
This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Results show a complex pattern of interactions between the size and shape of spaces in which displays are situated and the memorability of different types of representations depicted. This approach offers a new way to consider the role of space in guiding and constraining interaction in real settings: a growing concern within HCI and Ubicomp.
Keywords: ambient display, environment assessment, space syntax
Evaluating realistic visualizations for safety-related in-car information systems BIBAKFull-Text 3847-3852
  Peter Froehlich; Raimund Schatz; Peter Leitner; Stephan Mantler; Matthias Baldauf
This paper reflects on the currently observable evolution of in-vehicle information systems towards realistic visualization. As compared to common schematic maps, hi-fidelity visualizations might support an easier recognition of the outside world and therefore better contribute to driving safety. On the other hand, too much visual detail might distract from the primary driving task. We present an experimental car-simulator study with 28 users, in which the in-car HMI was systematically manipulated with regard to representation of the outside world. The results show that perceived safety is significantly higher with 1:1 realistic views than with conventional schematic styles, despite higher visual complexity. Furthermore, we found that the more demanding the safety recommendation on the HMI, the more realistic visualization are perceived as a valuable support.
Keywords: handheld devices, mobile computing, visualization
Gen X and Ys attitudes on using social media platforms for opinion sharing BIBAKFull-Text 3853-3858
  Bernard J. Jansen; Kate Sobel; Geoff Cook
In this paper, we investigate opinion sharing attitudes and behaviors of 13-24 year olds on social media platforms. This research utilizes data from 34,514 survey respondents from users of the social media site, myYearbook. Results show that those more engaged with multiple social media platforms are more willing to share opinions, seek opinions, and act on these opinions. However, there were statistically significant differences among users of myYearbook, MySpace, Facebook, and Twitter. Findings show that the reported demographic differences and social network service chosen have an effect on behaviors. These results have implications for businesses and others interested in advertising on these platforms, and researchers interested in investigating these populations.
Keywords: Facebook, MySpace, Twitter, information sharing, myYearbook, social media, social networking
Embedding robotics in civic monuments for an information world BIBAKFull-Text 3859-3864
  Tarek H. Mokhtar; Keith Evan Green; Ian D. Walker; Tony Threatt; Vidya N. Murali; Akshay Apte; Sumod K. Mohan
The monument is our first computer: a complex, physical entity that stores and brings to consciousness facts, ideas and aspirations -- information. In this paper, we introduce transdisciplinary research aiming to overcome, in the Information World, the static, petrified character of monuments which has long presented collective memories about human events in immutable spatial forms. Our concept is, instead, the monument-as-robot. Embedded with sensing and actuating technologies, our concept affords multiconfigurations representing the multivalent character of collective" memory more so than the single conventional monuments. We reflect on the crisis of the monument today, describe our three novel prototypes responding to this crisis, and discuss the import for HCI.
Keywords: architectural-robotics, architecture, interactive environments, memory, monuments, robotics
Wearable-object-based interaction for a mobile audio device BIBAKFull-Text 3865-3870
  KwanMyung Kim; Dongwoo Joo; Kun-Pyo Lee
In this paper, we explore the possibilities of providing miniaturized audio players with gesture control capabilities that are based on wearable objects. We selected thirteen wearable objects and used them as interaction surfaces. We used user-centered design methods to collect interaction gestures suited for play, stop, volume up, volume down, previous song, and next song functions. The characteristics and possibility of these interaction gestures are also discussed.
Keywords: interaction gesture, object-based interaction, surface interaction, user-centered design, wearable interface
Behavior assessment and visualization tool BIBAKFull-Text 3871-3876
  Deepak Jagdish; Abbas Attarwala; Ute Fischer
This paper introduces our work on a new Tablet PC-based tool that allows near-real-time coding (a technique of classification) of video-recorded or live behavior. The tool also allows the user to create and manipulate simple interactive visualizations of the coding results. This tool has been designed both to advance behavioral research and to support applied uses, for instance in professional coaching. We envision that this tool will be extremely versatile as users will be able to classify in near-real-time individual and team-behavior occurring in many research domains including HCI. This paper describes the salient design and interaction aspects of this tool, and the improvements it has over existing systems.
Keywords: interactive timeline, interactive visualization, near-real-time coding, pie-menu, tablet-based ui
Participatory design for sustainable campus living BIBAKFull-Text 3877-3882
  Janet Davis
Participatory design methods have the potential to produce ethical and useful persuasive technologies, particularly in support of environmental sustainability. I present the use and results of ethnographically-inspired methods, Cultural Probes, and the Inspiration Card Workshop to generate concepts for new persuasive technologies for use by a college EcoHouse.
Keywords: environmental sustainability, participatory design, persuasive technology
Enabling cross-device interaction with web history BIBAKFull-Text 3883-3888
  Timothy Sohn; Koichi Mori; Vidya Setlur
Internet-enabled personal devices are growing in number. As people own and use more devices, sharing information between devices becomes increasingly important. Web browsing is one of the most common tasks, thus sharing web history is a first step in supporting cross-device interaction. Current methods of sharing web history involve manual, cumbersome methods. This paper explores a system to automatically synchronize web information among a user's personal devices, and optimize the interface to support mobile users. We describe a system that enables users to quickly find directions on their mobile phone based on past web searches, and seamlessly share favorite web pages between their personal devices.
Keywords: cross-device, maps, mobile phone, web history
PlayWrite: end-user adaptable games to support adolescent mental health BIBAKFull-Text 3889-3894
  David Coyle; Gavin Doherty; John Sharry
Adaptability to the needs of end-users has been identified as a key requirement for technologies designed to support mental health interventions. The PlayWrite system allows end users -- mental healthcare professionals -- to create and adapt therapeutic 3D computer games, which can then be used to support adolescent interventions. PlayWrite has enabled the creation of games that implement a range of theoretical approaches to mental health interventions and target a broad range of disorders. Here we discuss the initial findings regarding the design, clinical evaluations and adaptation strategies used in PlayWrite.
Keywords: computer gaming, mental health, user-centred design
World-wide access to geospatial data by pointing through the earth BIBAKFull-Text 3895-3900
  Erika Reponen; Jaakko Keränen; Hannu Korhonen
Traditional augmented reality UI views are restricted to the visible surroundings around the user. In this paper we present a concept that enables viewing and accessing geospatial data from all around the Earth, by pointing with the device towards a physical location. We describe a prototype of the concept and share the results of the first user experience study conducted with the prototype. We also discuss our future research directions.
Keywords: embodied interaction, first-person view, geospatial data, location based data, reality-based interaction
Leveraging gesture and voice data to improve group brainstorming BIBAKFull-Text 3901-3906
  Deirdre Garrahan; Orit Shaer; Andreya Piplica; Kevin Gold
We seek to investigate how co-located group brainstorming could be enhanced through computational tools that leverage gestures and voice cues. To pursue this goal we are developing a computer mediated brainstorming environment that utilizes reality-based interaction techniques and sensor-driven Hidden Markov Models (HMMs) tracking group engagement to computationally augment existing brainstorming practices. In this paper, we report the results of a preliminary user study of brainstorming practices that indicate that gesture and voice data can serve as signals for group brainstorming success.
Keywords: brainstorming, gestures, innovation, voice analysis
A method to get rich feedbacks from users in an interview for design concept decision BIBAKFull-Text 3907-3912
  Yoonjung Hong; Tek-Jin Nam
Although participatory design methods such as co-creation and cultural probes are used in many forms of design practice, user involvement in the design concept decision phase is more difficult and rather rare. The aim of this research is to investigate a method that helps designers get rich feedbacks from users to help in making decisions on design concept directions. We present a method, called 'Fuzzy & Clear', which uses a level of clarity and concreteness when the concept directions are shown to users in group interviews or workshops. We also report on a design project case study to show how the method can be used and how the method impacts user feedback on a design project case study. The results show that the method helped develop diverse viewpoints and make a positive impact on getting more valuable user feedback. With this approach, designers and users can maintain a complementary cooperation as co-creators.
Keywords: design concept embodiment, design method, rich user feedback, user interview, user-centered design
A classification scheme for user intentions in image search BIBAKFull-Text 3913-3918
  Mathias Lux; Christoph Kofler; Oge Marques
Searching for images on the web is still an open problem. While multiple approaches have been presented, there has been surprisingly little work on the actual goals and intentions of users. In this poster we present our classification scheme for user goals in image search and describe our ongoing work focusing on identification and classification of user intentions during image search tasks.
Keywords: image retrieval, user intentions
An utterance attitude model in human-agent communication: from good turn-taking to better human-agent understanding BIBAKFull-Text 3919-3924
  Masahide Yuasa; Naoki Mukawa; Koji Kimura; Hiroko Tokunaga; Hitoshi Terai
In this study, we discuss a novel expression and comprehension model of the utterance attitude of speaking/hearing during conversations. Humans who participate in conversation display these implicit and explicit attitudes, and use them to understand the other participants in advance of turn-taking. We design abstract animated agents that mimic human turntaking in conversations to confirm the validity of our model. The subjective evaluation tests show that the expressions of the agents are understandable. The model may facilitate turn-taking in human-agent interaction.
Keywords: agent, attitude, nonverbal behavior, turn-taking
Opportunities and challenges for mobile-based financial services in rural Uganda BIBAKFull-Text 3925-3930
  Rachel Hinman; Julus Matovu
This paper outlines key research findings on the use of mobile-based financial services in rural Uganda. It also includes insights into behaviors and attitudes towards finances that may impact the widespread uptake of mobile financial services in rural Uganda. This paper provides actionable insight into the opportunities and challenges for these services as well recommendations for future research.
Keywords: ethnography, handheld devices and mobile computing, interaction design, internationalization/localization, service design, sustainability, user experience design/experience design, user interface design, user studies, user-centered design/human-centered design
Beyond: collapsible tools and gestures for computational design BIBAKFull-Text 3931-3936
  Jinha Lee; Hiroshi Ishii
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. In this paper, we present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
Keywords: 3D interaction, augmented reality, haptic UI, pen input, tactile UI, tangible UI
Using concept maps to evaluate the usability of APIs BIBAKFull-Text 3937-3942
  Jens Gerken; Hans-Christian Jetter; Harald Reiterer
Application programming interfaces (APIs) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. Therefore, they very much do have an impact on the quality of the resulting system. So ensuring that developers can make the most out of them is an important challenge. However standard usability evaluation methods as known from HCI have limitations in grasping the interaction between developer and API -- the GUI, which makes this interaction obvious, is missing. In this paper we present a longitudinal approach using concept maps and a question diary to make this interaction visible and study the usability of an API over time.
Keywords: API usability, concept maps, longitudinal evaluation
Interaction techniques for hybrid piles of documents on interactive tabletops BIBAKFull-Text 3943-3948
  Mohammadreza Khalilbeigi; Jürgen Steimle; Max Mühlhäuser
Piling is a highly common activity for the casual organization of documents. Today's tabletops do not offer sufficient support for piling, particularly in hybrid set-tings where both digital documents and paper documents are used on the same surface. We contribute several techniques for interacting with hybrid piles of printed and digital documents on tabletops. By employing a soap bubble metaphor and by using paper as a tangible control for the hybrid pile, these allow easy creating and rearranging piles while maintaining the flexibility of traditional paper piles.
Keywords: document, interactive surface, paper, pile, tabletop
Bridging the digital divide one tweet at a time: twitter-enabled devices for family communication BIBAKFull-Text 3949-3954
  Joseph Nesbitt; AnnMarie Thomas
We present two devices designed to facilitate information transfer and communication between family members, particularly older adults and their younger relatives. Central to both devices is their use of Twitter to send updates and messages to relatives and friends. In this paper, we report on the design of the system and share results from preliminary focus groups.
Keywords: aging, communication, distance, intergenerational, twitter
On presenting audio-tactile maps to visually impaired users for getting directions BIBAKFull-Text 3955-3960
  Devi Archana Paladugu; Zheshen Wang; Baoxin Li
Recent years have witnessed significant efforts on developing computer-based technologies for making maps accessible to people who are blind. Existing work has largely focused on the technological aspects of the problem without adequate attention to the humancomputer interaction issues. Using an audio-tactile system as the platform, we present a focused study on such HCI issues for supporting a blind user's effective navigation of a map in getting directions. The ultimate goal of the research is to establish comprehensive design guidelines for building technologies that truly serve the needs of the users in the application of accessible maps. The results of our current study suggest that the proposed designs are effective for supporting a blind user in obtaining directions from online maps.
Keywords: accessibility, assistive technology, blind users, evaluation, guidelines, tactile-audio map, visual impairment
Real time search user behavior BIBAKFull-Text 3961-3966
  Bernard J. Jansen; Gerry Campbell; Matthew Gregg
Real time search is an increasingly important area of information seeking on the Web. In this research, we analyze 1,005,296 user interactions with a real time search engine over a 190 day period. We investigate aggregate usage of the search engine, such as number of users, queries, and terms. We also investigate the structure of queries and terms submitted by these users. The results are compared to Web searching on traditional search engines. Results show that 60% of the traffic comes from the engine's application program interface, indicating that real time search is heavily leveraged by other applications. Of the queries, 30% were unique (used only once in the entire dataset). The most frequent query accounted for 0.003% of the query set. Less than 8% of the terms were unique. The most frequently used terms accounted for only 0.03% of the total terms. Concerning search topics, the most used terms dealt with technology, entertainment, and politics, reflecting both the temporal nature of the queries and, perhaps, an early adopter user-based. Sexual queries were quite low, relative to traditional Web search. Searchers of real time content often repeat queries overtime, perhaps indicating long term interest in a topic. We discuss the implications for search engines and information providers as real time content increasingly enters the main stream.
Keywords: collecta, real time content, real time search, twitter
TAVR: temporal-aural-visual representation to convey imperceptible spatial information BIBAKFull-Text 3967-3972
  Minyoung Song; Chris Quintana
This paper describes a study that investigated the use of time as a form of representation for imperceptible sizes by incorporating it in a multimodal representation that is designed to extend students' learning experience of the sizes of the objects beyond human sense (called submacroscopic objects). In this paper we introduce the research we conducted to explore how middle school students interpret and conceptualize the temporal representation.
Keywords: learning technologies, multimedia tools, multimodal simulations, temporal representations
Toward modeling auditory information seeking strategies on the web BIBAKFull-Text 3973-3978
  Shari Trewin; John Richards; Rachel Bellamy; Bonnie E. John; John Thomas; Cal Swart; Jonathan Brezin
Human performance models based on information foraging theory have proved capable of predicting navigation behavior on the Web. They can therefore provide a useful tool for Web site design. They may also be effective for modeling auditory navigation within a single Web page. Designers often struggle to accommodate this sort of access, different as it is from their own experience. As a step toward realistic simulations based on models of auditory Web access, we describe information seeking strategies observed in people with visual impairment using screen reading software for Web navigation tasks. We outline one example strategy for approaching a new Web page that, guided by information foraging theory, may expose access barriers that current design tools miss.
Keywords: accessibility, cognitive modeling, visual impairment
Designing a CD augmentation for mobile phones BIBAKFull-Text 3979-3984
  Niels Henze; Susanne Boll
Interacting with physical CDs can be a very tangible and explorative experience. However, physical objects can't provide access to the digital services we are used to when using with digital music collections. In this paper we develop user interfaces for mobile phones that augment physical CDs to provide access to digital services. The most important functionalities of the music player are derived from a user study. Design sketches for the augmentation shown on the phone's display are collected from 10 participants. Participants' ideas are subsumed by four concepts that are implemented as prototypes for the Android platform.
Keywords: CD, augmented reality, mobile augmented reality, mobile phone, music, music player
Heartbeats: a methodology to convey interpersonal distance through touch BIBAKFull-Text 3985-3990
  Troy L. McDaniel; Daniel Villanueva; Sreekar Krishna; Dirk Colbry; Sethuraman Panchanathan
Individuals who are blind are at a disadvantage when interacting with sighted peers given that nearly 65% of interaction cues are non-verbal in nature [3]. Previously, we proposed an assistive device in the form of a vibrotactile belt capable of communicating interpersonal positions (direction and distance between users who are blind and the other participants involved in a social interaction). In this paper, we extend our work through use of novel tactile rhythms to provide access to the non-verbal cue of interpersonal distance, referred to as Proxemics in popular literature. Experimental results reveal that subjects found the proposed approach to be intuitive, and they could accurately recognize the rhythms, and hence, the interpersonal distances.
Keywords: haptic belt, tactile rhythm, tactons, vibrotactile belt
Enhancing navigation skills through audio gaming BIBAKFull-Text 3991-3996
  Jaime Sánchez; Mauricio Sáenz; Alvaro Pascual-Leone; Lotfi Merabet
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.
Keywords: audio games, orientation and mobility, videogames, virtual environment, visual impairment
Pico-ing into the future of mobile projector phones BIBAKFull-Text 3997-4002
  Max L. Wilson; Simon Robinson; Dan Craggs; Kristian Brimble; Matt Jones
Ten years ago we were on the verge of having cameras built into our mobile phones, but knew very little about what to expect or how they would be used. Now we are faced with the same unknowns with mobile projector phones. This research-in-progress seeks to explore how people will want to use such technology, how they will feel when using it, and what social effects we can expect to see. This paper describes our two-phase field investigation, with results and design recommendations from its first, experience-sampling phase.
Keywords: exploratory, field study, handheld, mobile, projector
Text 2.0 BIBAKFull-Text 4003-4008
  Ralf Biedert; Georg Buscher; Sven Schwarz; Jörn Hees; Andreas Dengel
We discuss the idea of text responsive to reading and argue that the combination of eye tracking, text and real time interaction offers various possibilities to enhance the reading experience. We present a number of prototypes and applications facilitating the user's gaze in order to assist comprehension difficulties and show their benefit in a preliminary evaluation.
Keywords: attentive text, eye tracking, reading
Ubiquitous drums: a tangible, wearable musical interface BIBAKFull-Text 4009-4014
  Boris Smus; Mark D. Gross
Drummers and non-drummers alike can often be seen making percussive gestures on their chests, knees and feet. Ubiquitous Drums enhances this experience by providing musical feedback for these and other gestures. This paper describes the implementation and evolution of this tangible, wearable musical instrument.
Keywords: interaction techniques, musical instrument, percussion, tangible interfaces
Cultural similarities and differences in user-defined gestures for touchscreen user interfaces BIBAKFull-Text 4015-4020
  Dan Mauney; Jonathan Howarth; Andrew Wirtanen; Miranda Capra
As the first phase of a two-phase project, the International Usability Partners (IUP; http://www.international-usability-partners.com/) conducted a study in nine different countries to identify cultural similarities and differences in the use of gestures on small, handheld, touchscreen user interfaces. A total of 340 participants in the study were asked to define their own gestures for 28 common actions like "zoom" and "copy" on a custom-constructed gesture recorder that simulated a handheld touchscreen device. Actions were described pictorially by showing participants a "before" screen and an "after" screen to clarify the exact context for each action.
   Initial analysis suggests four primary findings. The first is that there is generally a high level of agreement across cultures. One exception, however, is the use of symbolic gestures; Chinese participants created significantly (p < .01) more symbolic gestures (e.g. letters, question mark, check mark) than participants from other countries. The second finding is that experience with gesture-enabled devices influenced the gestures that participants created for the following actions: back, forward, scroll up, and scroll down. The third finding is that when a gesture to elicit an action was not immediately identifiable, participants generally tapped on the screen to bring up a menu. The final finding is that there is higher agreement on actions that can be performed through direct manipulation and lower agreement scores on actions that are more symbolic in nature.
   Phase two of this research effort will be to present the most common three to five user-defined gestures for each action to a large number of participants and ask them to select the gesture that they believe to be the most intuitive gesture for that action.
Keywords: cultural differences, gesture-based user interfaces, multi-touch devices, user experience
Empowering products: personal identity through the act of appropriation BIBAKFull-Text 4021-4026
  Binaebi Akah; Shaowen Bardzell
This paper explores the relationship between personal identity and the act of appropriating digital objects in the home -- specifically do-it-yourself -- to inform the design of empowering products. It reports ongoing research and provides a preliminary analysis of the Steampunk movement as a case study for personal appropriation. Appropriation-identity design guidelines are provided as a result of the data analysis.
Keywords: appropriation, craft, creative freedom, design, do-it-yourself, materiality, personal identity, steampunk
Is a friend a friend?: investigating the structure of friendship networks in virtual worlds BIBAKFull-Text 4027-4032
  Brooke Foucault Welles; Anne Van Devender; Noshir Contractor
In this paper, we examine online friendships at a network level. We focus on three structural signatures: network size, balance (triangles), and age homophily in the friendship ego-networks of 30 users of the virtual world Second Life. In relation to previous findings from studies of offline friendship networks, our results reveal that online networks are similar in age-homophily, but significantly different in size and balance.
Keywords: friendship, second life, social network analysis, virtual worlds
Facilitating meetings with playful feedback BIBAKFull-Text 4033-4038
  Ying Zhang; Marshall Bern; Juan Liu; Kurt Partridge; Bo Begole; Bob Moore; Jim Reich; Koji Kishimoto
Effective group meetings are important for the productivity of corporations. Various types of meeting facilitators have been developed over the past couple of years. We present a prototype that is unique because it captures both individual and group behaviors and provides real time playful feedback. The portable prototype includes a set of table-top microphones with an audio interface to a laptop PC, where audio data are processed and an avatar-based UI displays the shared state of individual and group behaviors during a meeting. The interface reveals not only level of participation, but also several other meaningful but harder to detect behaviors such as turn taking, interruptions, and group laughter. The presentation's design is deliberately playful to keep participants monitor, self-estimate and improve their meeting behavior.
Keywords: avatar-based UI, conversation behavior detection, meeting facilitation, playful feedback
Competitive carbon counting: can social networking sites make saving energy more enjoyable? BIBAKFull-Text 4039-4044
  Derek Foster; Mark Blythe; Paul Cairns; Shaun Lawson
This paper reports on the design, deployment and initial evaluation of "Wattsup", an innovative Facebook application which displays live data from a commercial off-the-shelf energy monitor. The Wattsup application was deployed and trialled in eight homes over an eighteen day period in two conditions -- personal energy data viewable and friend's energy data viewable. A significant reduction in energy was observed in the socially enabled condition. The paper argues that socially-mediated discussion and competition made for a more enjoyable user experience.
Keywords: energy saving, persuasive technology, social networks, sustainability
Bodies, boards, clubs and bugs: a study of bodily engaging artifacts BIBAKFull-Text 4045-4050
  Jakob Tholander; Carolina Johansson
Popular practices with non-digital artifacts were explored in order to reveal qualities for design of interaction that allow for full body experiences, and engagement of a rich array of our senses and bodily capabilities for being-in and moving-in the world. For successful design of movement-based and bodily interactive artifacts, we have to include qualities that allow users to connect their actions with the artifact to the surrounding physical and social world.
Keywords: body, engagement, experience, interaction, movement
Let users tell the story: evaluating user experience with experience reports BIBAKFull-Text 4051-4056
  Hannu Korhonen; Juha Arrasvuori; Kaisa Väänänen-Vainio-Mattila
User experience (UX) has been under extensive research in recent years. One of the key questions has been how to evaluate user experience. Several methods such as diaries, experience sampling and questionnaires have been used for collecting data on user experience with a product. Although these methods provide valuable data, they may lack obtaining rich descriptions of UX in users' everyday lives. We have approached the question of UX evaluation by experience reports which are open-ended experience stories written by the users after using their products in real contexts of use. In this paper, we describe a field study in which 21 participants wrote 116 experience reports about UX with their personal products such as smart phones and MP3 players. The reports were analyzed with predefined context and experience categorizations to identify core experiences. We discuss our initial findings on the applicability of the method to evaluate UX.
Keywords: evaluation method, experience report, user experience
MetAgora: a meta-community approach to guide users through the diversity of web communities BIBAKFull-Text 4057-4062
  Felix-Robinson Aschoff; Gerhard Schwabe
Online communities have become an essential instrument for obtaining valuable information on the web. With today's community jungle, however, users find it increasingly difficult to find and decide on appropriate online communities. Therefore, we propose the concept of a meta-community conceived as being a social gateway to guide users through a vast number of different online communities within a certain domain. We present a proof-of-concept study of our meta-community prototype and discuss implications for the community landscape as well as for the satisfaction of user needs.
Keywords: meta-community, online communities, web searching
Using obstructed theatre with child designers to convey requirements BIBAKFull-Text 4063-4068
  Janet C. Read; Daniel Fitton; Emanuela Mazzone
This paper describes the use of obstructed theatre as a novel design method for the elicitation of ideas from children for the design of a new mobile product. Obstructed theatre has previously been used, in this same context with adults, but this is the first paper that outlines its use with children.
   The paper describes the initial ideas for the script for the theatre and evaluates its use. It is shown that the method can be useful and it specifically conveyed the idea of portability and mobility but was less effective at conveying the more complex interactive ideas. Specifically the paper outlines the origins of the method, presents some reflection on the usefulness of the method and suggests how it can be used with other contexts.
Keywords: children, mobile interfaces, music interfaces, participatory design
Does underlining links help or hurt? BIBAKFull-Text 4069-4074
  Tom Tullis; Marisa Siegel
Two types of link treatments, underlined or non-underlined, were investigated in the context of three web pages. Over 1,000 participants completed tasks for which the answers were found either on the pages or by clicking a link. Task accuracy, speed, and ratings were collected in an online study. Conflicting findings suggest that primarily navigational pages should use underlined links, while informational pages should not.
Keywords: link, link treatment, underlining, web design
On the retrospective assessment of users' experiences over time: memory or actuality? BIBAKFull-Text 4075-4080
  Evangelos Karapanos; Jean-Bernard Martens; Marc Hassenzahl
An alternative paradigm to longitudinal studies of user experience is proposed. We illustrate this paradigm through a number of recent tool-based methods. We conclude by raising a number of challenges that we need to address in order to establish this paradigm as a fruitful alternative to longitudinal studies.
Keywords: day reconstruction, experience sampling, longitudinal methods, retrospective techniques, user experience evaluation
Artex: artificial textures from every-day surfaces for touchscreens BIBAKFull-Text 4081-4086
  Andrew Crossan; John Williamson; Stephen Brewster
The lack of tactile feedback available on touchscreen devices adversely affects their usability and forces the user to rely heavily on visual feedback. Here we pro-pose texturing a touchscreen with virtual vibrotactile textures to support the user when browsing an interface non-visually. We demonstrate how convincing pre-recorded textures can be delivered using processed audio files generated through recorded audio from a contact microphone being dragged over everyday sur-faces. These textures are displayed through a vibrotactile device attached to the back of an HTC Hero phone varying the rate and amplitude of the texture with the user's finger speed on the screen. We then discuss our future work exploring the potential of this idea to allow browsing of information and widgets non-visually.
Keywords: mobile feedback, touchscreen, vibrotactile feedback
Designing graphical interfaces for design rationale search & retrieval BIBAKFull-Text 4087-4092
  Ying Liu; Yan Liang; Soon Chong Johnson Lim
Design rationale (DR) explains why an artifact is designed the way it is, which is well recognized as critical information for designers in design reuse. The existing DR systems largely rely on human effort to capture DR which cannot discover DR from a large amount of archived design documents. Therefore those systems have limited features in helping designers to explore DR information from a holistic view. Our DR system focuses on discovering DR from archived documents (i.e. patent documents) and providing DR search and retrieval based on the proposed ISAL model. In this paper, we report our effort in designing graphical interfaces for our DR search and retrieval system, which provides interactive visualization of holistic view of DRs from a large amount of patents and it enables search & navigation of DR from multiple aspects.
Keywords: design rationale, information retrieval, user interface, visualization
pixSmix: visual ambiguity as a means of designing interpersonal connection BIBAKFull-Text 4093-4098
  Kevin Makice
Strategies for meeting people online are often based on appearance or demographics, criteria that do not guarantee quality connections or long-lasting relationships. Drawing from prior work in ambiguity and affective interaction, pixSmix is a conceptual design to facilitate human connection through visual expression and interpretation. Participants create mosaics formed from a dozen public images, co-creating meaning with those who view and interact with the social artifact. To explore the validity and dynamics of this process, we gathered feedback using a paper prototype and a task-oriented focus group. The early outcomes support the notion of ambiguous design as an engaging creative activity and, through sharing of new social artifacts, as rewarding reflective experience.
Keywords: ambiguous design, connection, focus group, images, paper prototype, visual expression
Squishy circuits: a tangible medium for electronics education BIBAKFull-Text 4099-4104
  Samuel Johnson; AnnMarie P. Thomas
This paper reports on the design of a circuit building activity intended for children, which replaces wires with malleable conductive and non-conductive dough. By eliminating the need for soldering or breadboards, it becomes possible to very quickly incorporate movement and light into sculptures, and to introduce simple circuit concepts to children at a younger age. Future applications in both structured and unstructured learning environments, based on results from a preliminary pilot study, are presented.
Keywords: children, electronics, play dough, tangible interface
Modality is the message: interactivity effects on perception and engagement BIBAKFull-Text 4105-4110
  S. Shyam Sundar; Qian Xu; Saraswathi Bellur; Jeeyun Oh; Haiyan Jia
New media interfaces offer a wide variety of modalities for interacting with systems. While typing and clicking remain the staple of most interfaces, several other modalities have emerged in recent years, enabling users to perform a range of other actions, such as dragging, sliding, zooming-in/out, mousing-over and flipping through a revolving carousel of images (as in cover flow). While each modality offers a unique way of interacting with information, it is not clear whether it brings unique psychological advantages. Does a drag engender greater user engagement? Is the mouse-over likely to enhance user's perceptual bandwidth? A scientific assessment of such effects is impossible with existing interfaces given the confounded nature of modality combinations and information provided by them. Therefore, we designed six Web interface prototypes with identical content, differing only in modality, for experimentally isolating the effects of each, using a between-subjects design. Ongoing data collection involves both physiological and psychological measures of perceptual bandwidth and engagement.
Keywords: interactivity, modality, perceptual bandwidth, user engagement, web interfaces
Interactive diagram layout BIBAKFull-Text 4111-4116
  Sonja Maier; Mark Minas
We examine an approach for defining layout algorithms for diagrams. Such an algorithm is specified on an abstract level and may be applied to many kinds of visual languages. It mainly allows for incremental diagram drawing and attaches great importance on mental map preservation. With the approach, it is possible to combine graph drawing algorithms and other layout algorithms. It is capable of defining layout behavior for non-graph-like visual languages like Nassi-Shneiderman diagrams or GUI forms as well as graph-like visual languages such as class diagrams, mindmaps, or business process models. In this paper, we demonstrate that the combination of graph drawing algorithms and other layout algorithms is meaningful by presenting three visual language editors that have been created by students.
Keywords: graph drawing, meta models, visual languages
DocBlocks: communication-minded visualization of topics in U.S. congressional bills BIBAKFull-Text 4117-4122
  Yannick Assogba; Irene Ros; Matt McKeon
US Federal legislation is a hot topic for discussion and advocacy on the web. Yet legislative bills present a significant challenge for both experts and average citizens to navigate and understand. To explore solutions to this problem, we have created DocBlocks: a prototype visualization and website that enables users to explore the content of congressional bills and communicate their findings to others. Our technique enables us to take any document from a categorized corpus, classify its sections, and visualize its topic structure. With the launch of this service, we hope to provide a valuable tool for open governance and learn from our users at this critical intersection of visualization, advocacy, social software, and civil society.
Keywords: government, information visualization, legislation, social software, text classification, web
Investigating an appropriate design for personal firewalls BIBAKFull-Text 4123-4128
  Fahimeh Raja; Kirstie Hawkey; Konstantin Beznosov; Kellogg S. Booth
Personal firewalls are an important aspect of security for home computer users, but little attention has been given to their usability. We conducted semi-structured interviews to understand participants' knowledge, requirements, expectations, and misconceptions for personal firewalls. Analysis of 10 interviews shows that different design decisions (i.e., level of automation, multiple profile settings) are appropriate for users with different levels of security knowledge and experience.
Keywords: personal firewall, usable security
Investigating user account control practices BIBAKFull-Text 4129-4134
  Sara Motiee; Kirstie Hawkey; Konstantin Beznosov
Non-administrator user accounts and the user account control (UAC) approach of Windows Vista are two practical solutions to limit the damage of malware infection. UAC in Windows Vista supports usage of lower privilege accounts; a UAC prompt allows users to raise their privileges when required. We conducted a user study and contextual interviews to understand the motives and challenges participants face when using different user accounts and the UAC approach. Most participants were not aware of or motivated to employ low-privileged accounts. Moreover, most did not understand or carefully consider the prompts.
Keywords: least privilege, usable security, user account control
Sensing human activities with resonant tuning BIBAKFull-Text 4135-4140
  Ivan Poupyrev; Zhiquan Yeo; Joshua D. Griffin; Scott Hudson
Designing new interactive experiences requires effective methods for sensing human activities. In this paper, we propose new sensor architecture based on tracking changes in the resonant frequency of objects with which users interact.
Keywords: embodied interfaces, resonant frequency, sensors
Toward a computationally-enhanced acoustic grand piano BIBAKFull-Text 4141-4146
  Andrew McPherson; Youngmoo Kim
Although the capabilities of electronic musical instruments have grown exponentially over the past decades, many performers continue to prefer acoustic instruments, perceiving them to be more expressive than their electronic counterparts. We seek to create a new application for computer music interfaces by augmenting, rather than replacing, acoustic instruments. Starting with an acoustic grand piano, an optical keyboard scanner measures the continuous position of every key while electromagnetic actuators directly induce the strings to vibration. Unlike the traditional piano, the performer is given the ability to continuously modulate the sound of each note, resulting in a new creative vocabulary. Ongoing work explores the creation of intelligent mappings from sensed user input to acoustic control parameters which build on the existing musical intuition of trained pianists, creating a hybrid acoustic-electronic instrument that offers new expressive dimensions for human performers.
Keywords: multidisciplinary design, music interfaces, piano
Tangible spin cube for 3D ring menu in real space BIBAKFull-Text 4147-4152
  Hyeongmook Lee; Woontack Woo
In this paper, we introduce a novel interface, the Tangible Spin Cube, for experiencing a 3D ring menu in real space. It enables a tangible object-referenced 3D ring menu and its items' placement by using multi-marker tracking. Also, it supports spin interaction using hall sensor-based spin detection for natural menu browsing. Finally, we evaluate the performance of the current prototype's spin detection and show an example of a 3D ring menu application.
Keywords: 3D ring menu, augmented reality, tangible UI
Exploring cultural differences in information behavior applying psychophysiological methods BIBAKFull-Text 4153-4158
  Anita Komlodi; Károly Hercegfi
This ongoing exploratory study has two main goals: to compare information seeking behavior (1) across two cultures and (2) across the users' native and foreign languages. A secondary goal is the evaluation of the capability of psychophysiological data collection methods in the study of human-computer interaction (and especially the information interaction) experience. The applied physiological channels are Heart Period Variability (HPV), Skin Conductance (SC), pupil size, and eye-tracking data. The first part of the series of experiments has been completed with US participants with a significant (non-heritage) knowledge of Spanish. The second part will be performed in Hungary, with Hungarian participants with knowledge of English.
Keywords: cross-cultural comparison, empirical methods, eye-tracking, heart period variability (HPV), information behavior, skin conductance (SC), user study
uCom: spatial displays for visual awareness of remote locations BIBAKFull-Text 4159-4164
  Ana Luisa Santos; V. Michael, Jr. Bove
uCom enables remote users to be visually aware of each other using "spatial displays"' live views of a remote space assembled according to an estimate of the remote space's layout. Remote video views from multiple viewpoints are shown individually or in a 3D collage representation that is faithful to the scene geometry. A multi-display setup integrates always-on visual connections of a remote site into the local space. This work applies an innovative spatial context to visual awareness between remote locations.
Keywords: 3D, awareness, collage, image-based, multi-display
Synthesizing meaningful feedback for exploring virtual worlds using a screen reader BIBAKFull-Text 4165-4170
  Bugra Oktay; Eelke Folmer
Users who are visually impaired can access virtual worlds, such as Second Life, with a screen reader by extracting a meaningful textual representation of the environment their avatar is in. Since virtual worlds are densely populated with large amounts of user-generated content, users must iteratively query their environment as to not to be overwhelmed with audio feedback. On the other hand, iteratively interacting with virtual worlds is inherently slower. This paper describes our current work on developing a mechanism that can synthesize a more usable and efficient form of feedback using a taxonomy of virtual world objects.
Keywords: accessibility, audio I/O, virtual worlds
Exploring surround haptics displays BIBAKFull-Text 4171-4176
  Ali Israr; Ivan Poupyrev
In this paper we present the design and evaluation of a two dimensional haptics display intended to be used for enhancing experience for movies and rides. The display, haptics surface, utilizes an array of vibrators contacting the skin at discrete locations and creates static and dynamic haptic sensations derived from scenes and situations. For this regard, a set of haptic morphs are introduced that can be used as building blocks to create new sensations on the skin. A novel haptic sensation, haptic blur, is also introduced that gives an illusion of continuous motion across the skin using discrete vibrating points. A pilot study investigating the reliability of haptic blur along a two dimensional skin surface is presented along with conceptual discussion on future haptic feelings rendered through the haptics surface.
Keywords: apparent haptic motion, haptic feedback, sensory illusions, vibrotactile display
Reuse: promoting repurposing through an online DIY community BIBAKFull-Text 4177-4182
  Benny Lin; Elaine M. Huang
With the large volumes of waste going to landfills and the increase in popularity with online do-it-yourself communities, there is an opportunity to support renewal and reuse with the content generated from these communities that has yet to be explored. Although do-it-yourself (DIY) sites offer support for repurposing, projects are often presented top-down, potentially requiring users to acquire additional items to complete a project. The Reuse application leverages content from existing DIY websites but employs a bottom-up search mechanism that allows of users to search based on the items that she wants to repurpose. This application is intended to encourage and motivate people to reuse, renew, and remanufacture what they own to extend the lifecycle and utility of objects.
Keywords: DIY, online communities, repurposing, search, sustainability
The problem of defining values for design: a lack of common ground between industry and academia? BIBAKFull-Text 4183-4188
  Amanda Rotondo; Nathan G. Freier
The HCI community recognizes the importance of value-centric design methodologies as reflected in the number of publications on the topic in recent years. However, the adoption of these methodologies by industry has been slower than desirable. This paper seeks to uncover potential reasons behind this slow adoption by investigating the concept of "values" among individuals working as designers in various industries. Based on a survey of these design industry professionals, this paper reports that design professionals believe they do consider values in their design and hence may not see a need for a specific value-sensitive methodology. While design professionals clearly consider personal, social, and economic values in their work, there may be a lack of consideration of moral values. Implications and further findings are discussed.
Keywords: design, industry, value sensitive design, values, values in design
Astrojumper: motivating children with autism to exercise using a VR game BIBAKFull-Text 4189-4194
  Samantha Finkelstein; Andrea Nickel; Tiffany Barnes; Evan A. Suma
Children with autism have shown substantial benefits from rigorous physical activity, however, it is often difficult to motivate these children to exercise due to their usually sedentary lifestyles. To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. We use electromagnetic trackers and a 3-sided CAVE to present virtual space-themed stimuli to the user, who must use physical movements to avoid collisions and gain points. We can use Astrojumper not only to motivate exercise, but to evaluate the different ways people with and without autism interact with an exercise tool. Preliminary playtesting of Astrojumper has been positive, and we plan to run an extensive evaluation assessing the effectiveness of this system on children with and without autism.
Keywords: autism, exergames, virtual reality
Graphemes: self-organizing shape-based clustered structures for network visualisations BIBAKFull-Text 4195-4200
  Ross Shannon; Aaron Quigley; Paddy Nixon
Network visualisations use clustering approaches to simplify the presentation of complex graph structures. We present a novel application of clustering algorithms, which controls the visual arrangement of the vertices in a cluster to explicitly encode information about that cluster. Our technique arranges parts of the graph into symbolic shapes, depending on the relative size of each cluster. Early results suggest that this layout augmentation helps viewers make sense of a graph's scale and number of elements, while facilitating recall of graph features, and increasing stability in dynamic graph scenarios.
Keywords: dynamic graphs, graph drawing, visual memory
Selective function of speaker gaze before and during questions: towards developing museum guide robots BIBAKFull-Text 4201-4206
  Yoshinori Kobayashi; Takashi Shibata; Yosuke Hoshi; Yoshinori Kuno; Mai Okada; Keiichi Yamazaki
This paper presents a method of selecting the answerer from audiences for a museum guide robot. First, we observed and videotaped scenes when a human guide asks visitors questions in a gallery talk to engage visitors. Based on the interaction analysis, we have found that the human guide selects the appropriate answerer by distributing his/her gaze towards visitors and observing visitors' gaze responses during the pre-question phase. Then, we performed the experiments that a robot distributed its gaze towards visitors to select an answerer and analyzed visitors' responses. From the experiments, we have found that the visitors who are asked questions by the robot feel embarrassed when they have no prior knowledge about the questions and the visitor's gaze before and during the question play an important role to avoid being asked questions. Based on these findings we have developed a function for a guide robot to select the answerer by observing visitors' gaze responses.
Keywords: computer vision, ethnomethodology, human-robot interaction, non-verbal communication, service robot
Communication and computing in health facilities of southwest Uganda BIBAKFull-Text 4207-4212
  Melissa R. Ho
Mobile phones are often pitched as the solution for Africa's development. This study examines the social changes entailed by the introduction of new technologies into a health subsidy program, and compares mobile phones and netbooks side by side in Southwest Uganda as potential health information management devices for private health facilities.
Keywords: HCI4D, ICT4D, ICTD, OBA, healthcare, mobile phone, netbook
A sketch recognition interface that recognizes hundreds of shapes in course-of-action diagrams BIBAKFull-Text 4213-4218
  Tracy Hammond; Drew Logsdon; Joshua Peschel; Joshua Johnston; Paul Taele; Aaron Wolin; Brandon Paulson
Sketch recognition is the automated recognition of hand drawn diagrams. Military course-of-action (COA) diagrams are used to depict battle scenarios. The domain of military course of action diagrams is particularly interesting because it includes tens of thousands of different geometric shapes, complete with many additional textual and designator modifiers. Existing sketch recognition systems recognize on the order of at most 20 different shapes. Our sketch recognition interface recognizes 485 different freely drawn military course-of-action diagram symbols in real time, with each shape containing its own elaborate set of text labels and other variations. We are able to do this by combining multiple recognition techniques in a single system. When the variations (not allowable by other systems) are factored in, our system is several orders of magnitude larger than the next biggest system. On 5,900 hand-drawn symbols drawn by 8 researchers, the system achieves an accuracy of 90% when considering the top 3 interpretations and requiring every aspect of the shape (variations, text, symbol, location, orientation) to be correct.
Keywords: course-of-action diagrams, pen-based input, sketch recognition
Gender and role differences in family-based healthy living networks BIBAKFull-Text 4219-4224
  Stephen Kimani; Nilufar Baghaei; Jill Freyne; Shlomo Berkovsky; Dipak Bhandari; Greg Smith
We have recently witnessed a tremendous increase in popularity and growth of online social networks. Social support and family involvement can play an important supportive role in health management. An increasing number of family members are establishing online social networking relationships with their families. This trend poses new research questions on effectively accommodating family members in online social networks. Family members themselves often have very different requirements based on their gender and family role. There is little research on the design of family-oriented social networking applications. In order to fill this research gap and investigate the impact of social and family relationships in online social networks, we are developing a healthy living online social application to support families in adopting healthy lifestyles. This paper reports the findings of a user study aimed at understanding gender- and role-based characteristics and differences in family-based healthy living social networks. The study shows that female users play a major role in leading the usage of the social technology; parents remain conscious of and concerned about their family's health as they interact with the social technology; and the social technology should support fun, especially for children.
Keywords: families, gender, healthy living, online social networks, role, user interaction, user requirements
Remote interaction for 3D manipulation BIBAKFull-Text 4225-4230
  Seungju Han; Hyunjeong Lee; Joonah Park; Wook Chang; Changyeong Kim
In this paper, we present a two-handed 3D interaction approach for immersive virtual reality applications on a large vertical display. The proposed interaction scheme is based on hybrid motion sensing technology that tracks the 3D position and orientation of multiple handheld devices. More specifically, the devices have embedded ultrasonic and inertial sensors to accurately identify their position and attitude in the air. The interaction architecture is designed for pointing and object manipulation tasks. Since the sensor system guarantees 3D spatial information only, we develop an algorithm to exactly track the position of interest produced by the pointing task. For the object manipulation, we have carefully assigned one-handed and two-handed interaction schemes for each task. One-handed interaction includes selection and translation while rotation and scaling are assigned for the two-handed interaction. By combining one-handed and two-handed interactions, we believe that the presented system provide users with more intuitive and natural interaction for 3D object manipulation. The feasibility and validity of the proposed method are validated through user tests.
Keywords: 3D interaction, 3D manipulation, remote control, virtual reality
Thermo-message: exploring the potential of heat as a modality of peripheral expression BIBAKFull-Text 4231-4236
  Wonjun Lee; Youn-kyung Lim
Peripheral expressions using various modalities are considered as possible alternative ways of delivering information in our communication. In this research, we aimed to explore how the thermal expression can be used in the interpersonal communication. Based on the result of the focus group interview, we developed a pair of devices with which the users can exchange a "thermal message" each other. Experience prototyping was conducted with the devices in the real daily life context of the users. We identified the charateristics of thermal expression, and confirmed the potential of the thermal expression in interpersonal communication.
Keywords: experience prototyping, interpersonal communication, modality, peripheral expression, thermal expression
Human social response toward humanoid robot's head and facial features BIBAKFull-Text 4237-4242
  Jun Ki Lee; Cynthia Breazeal
This study explores how people's social response toward a humanoid robot can change when we vary the number of the active degrees of freedom in the robot's head and face area. We investigate this problem by conducting two wizard-of-oz user studies that situate an elder person in a self-disclosure dialogue with a remotely operated robot. In our first study, we investigated the effect of expressive head gestures with a four-degree-of-freedom neck. In the second study we focused on the face where we investigated the effect of expressive eyebrow movement versus active gaze and eyelid movement. In the first study, we found that participants are willing to disclose more to the robot when the robot moved its neck in an expressive manner. In the second study, our data suggests a trend where gaze and expressive eyelid movement results in more disclosure over eyebrow movement.
Keywords: agents and intelligent systems, elderly, robots, user studies
Generating default privacy policies for online social networks BIBAKFull-Text 4243-4248
  Eran Toch; Norman M. Sadeh; Jason Hong
Default privacy policies have a significant impact on the overall dynamics and success of online social networks, as users tend to keep their initial privacy policies. In this work-in-progress, we present a new method for suggesting privacy policies for new users by exploring knowledge of existing policies. The defaults generation process performs a collaborative analysis of the policies, finding personalized and representative suggestions. We show how the process can be extended to a wide range of domains, and present results based on 543 privacy policies obtained from a live location-based social network. Finally, we present a user interaction model that lets the user retain control over the default policies, allowing the user to make knowledgeable decisions regarding which default policy to take.
Keywords: default policies, information sharing, location sharing technology, online social networks, privacy
SNAG: social networking games to facilitate interaction BIBAKFull-Text 4249-4254
  Eve M. Powell; Samantha Finkelstein; Andrew Hicks; Thomas Phifer; Sandhya Charugulla; Christie Thornton; Tiffany Barnes; Teresa Dahlberg
Because professional relationships and a sense of community are so important for career mobility and satisfaction, it is important to foster and support these relationships early. However, research has shown that women and underrepresented minorities approach these relationships differently and may need help to develop networking skills. To combat both of these problems, we present SNAG, (Social Networking and Games), a suite of mobile and Internet games to facilitate social networking within a professional community. We present Snag'em, a game that helps conference attendees build meet one another and track their new contacts.
Keywords: games, social networking
The effect of eco-driving system towards sustainable driving behavior BIBAKFull-Text 4255-4260
  Heewon Lee; Woohun Lee; Youn-Kyung Lim
In this paper, we explore the use of an Eco-Driving System to see how the system promotes greener driving behavior. We conducted both an online survey (N=60) and a user test (N=14) to study the Eco-Driving System. Based on participant responses, we found that the current Eco-Driving System shows minor benefits in gas mileage due to different driving behaviors and also increased task loads for our participants. Therefore, we suggest a new research direction for the Eco-Driving System for further study.
Keywords: Eco-Driving system, behavior, design, sustainability
One-press control: a tactile input method for pressure-sensitive computer keyboards BIBAKFull-Text 4261-4266
  Staas de Jong; Dünya Kirkali; Hanna Schraffenberger; Jeroen Jillissen; Alwin de Rooij; Arnout Terpstra
This work presents One-press control, a tactile input method for pressure-sensitive keyboards based on the detection and classification of pressing movements on the already held-down key. To seamlessly integrate the added control input with existing practices for ordinary computer keyboards, the redefined notion of virtual modifier keys is introduced. A number of application examples are given, especially to point out a potential for simplifying existing interactions by replacing modifier key combinations with single key presses. Also, a new class of interaction scenarios employing the technique is proposed, based on an interaction model named "What You Touch Is What You Get (WYTIWYG)". Here, the proposed tactile input method is used to navigate interaction options, get full previews of potential outcomes, and then either commit to one or abort altogether -- all in the space of one key depress / release cycle. The results of user testing indicate some remaining implementation issues, as well as that the technique can be learned within about a quarter of an hour of hands-on operating practice time.
Keywords: pressure sensing, pressure-sensitive keyboard, tactile interaction technique, user interface
Indian cultural effects on user research methodologies BIBAKFull-Text 4267-4272
  Jack Beaton; Ripul Kumar
Modern user research techniques such as Think Aloud usability testing were mainly designed and refined in Europe and North America. These techniques perform substantially differently in traditional Indian culture due to the participants' perception of social status differences between them and the moderator(s). Understanding and controlling these effects can make the difference between a successful research project and one that gains little reliable data. Examples are cited from India-based user testing and open-ended field research by Kern Communications for Nokia's Ovi Mail and Nokia Life Tools services in January 2009.
Keywords: internationalization/localization, user studies, user testing and evaluation
A novel method to monitor driver's distractions BIBAKFull-Text 4273-4278
  Avinash Wesley; Dvijesh Shastri; Ioannis Pavlidis
Many attempts were made in the past to monitor a driver's visual and cognitive distractions. Yet, most of the techniques did not become a practical application due to their contact-based nature of monitoring. In this paper, we describe research that aims to monitor the driver's distractions from a distance. The proposed method is based on the thermal signature of the face. The method measures human physiology in a contact-free manner and therefore, is suitable for continuous monitoring. We conducted two experiments to analyze the validity of our method. Experiment-1 focused on driver's cognitive distraction by allowing cell phone talking while driving. Experiment-2 focused on driver's visual distraction by allowing texting while driving. The experimental results from 11 participants illustrate that the facial physiology alters in a measurable amount in both kinds of distraction. The proposed method quantifies this physiological change and detects periods of distractions. Ultimately, this information can be utilized to alert the drivers in real time. Participants' performance analysis confirms validity of the proposed method.
Keywords: driver's distraction, handheld devices, multitasking, thermal imaging
Input precision for gaze-based graphical passwords BIBAKFull-Text 4279-4284
  Alain Forget; Sonia Chiasson; Robert Biddle
Click-based graphical passwords have been proposed as alternatives to text-based passwords, despite being potentially vulnerable to shoulder-surfing, where an attacker can learn passwords by watching or recording users as they log in. Cued Gaze-Points (CGP) is a graphical password system which defends against such attacks by using eye-gaze password input, instead of mouse-clicks. A first user study revealed that CGP's unique use of eye tracking required special techniques to improve gaze precision. In this paper, we present two enhancements that we developed and tested: a nearest-neighbour gaze-point aggregation algorithm and a 1-point calibration before each password entry. We found that these enhancements made a substantial improvement to users' gaze accuracy and system usability.
Keywords: eye tracking, graphical passwords, usable security
Classifying web queries by topic and user intent BIBAKFull-Text 4285-4290
  Bernard J. Jansen; Danielle Booth
In this research, we investigate a methodology to classify automatically Web queries by topic and user intent. Taking a 20,000 plus Web query data set sectioned by topic, we manually classified each query using a three-level hierarchy of user intent. We note that significant differences in user intent across topics. Results show that user intent (informational, navigational, and transactional) varies by topic (15 to 24 percent depending on the category). We then use this manually classified data set to classify searches in a Web search engine query stream automatically, using an exact match followed by n-gram approach. These approaches have the advantage of being implementable in real time for query classification of Web searches. The implications are that a search engine can improve retrieval performance by more effectively identifying the intent underlying user queries.
Keywords: search engines, user intent, web queries, web searching
Designing a touch-screen sensecam browser to support an aging population BIBAKFull-Text 4291-4296
  Niamh Caprani; Aiden R. Doherty; Hyowon Lee; Alan F. Smeaton; Noel E. O'Connor; Cathal Gurrin
In this paper, we describe the HCI challenges associated with the novel domain of lifelogging for older users. The SenseCam is a passively capturing wearable camera, worn via a lanyard around the neck and used to create a personal lifelog or visual recording of the wearer's life, which generates information that may be very helpful as a human memory aid. Indeed, given that memory defects are more marked in the elderly, we believe that lifelogging browsing techniques which are considerate of the elderly are imperative. Thus, the challenge tackled in this work was to design and integrate the lifelogging activity supported by new technologies in such a way that can easily be learned and used by older people, enabling them to enhance and enrich their lives with the new technologies. This work provides design practitioners of future lifelogging interfaces early sight of the lessons we have learned in making lifelogging technologies accessible to elderly non-computing literate participants.
Keywords: older adults, sensecam, touch-screen
Modeling the effect of habituation on banner blindness as a function of repetition and search type: gap analysis for future work BIBAKFull-Text 4297-4302
  Felix Portnoy; Gary Marchionini
This paper provides a theoretical foundation to guide future work in online marketing research. Specifically, we target the phenomenon of banner blindness that prevents users from noticing online advertisements; thus, leading to a steady decline in revenues for online publishers and service providers.
   While habituation was identified as the main cause of banner blindness, there are competing behavioral models that predict different orienting response patterns as a function of repetition. This work bridges the theoretical gap between models in the marketing and ergonomics domains while illuminating an additional factor that has yet to be studied in this context -- search type. Finally, we outline future research steps to validate the user's response to online advertisements with an emphasis on a battery of physiological measurements.
Keywords: banner blindness, exploratory search, goal-driven search, habituation, online marketing, user models

Student research competition

Usability and strength in click-based graphical passwords BIBAKFull-Text 4303-4308
  Elizabeth Stobert
Click-based graphical passwords have attractive usability properties, such as cueing and good memorability. However, parameters such as image size and number of click-points in each password significantly affect their security. We investigated the usability of such a graphical password system when its parameters were adjusted to provide security equivalent to (or better than) that of text passwords. We found that manipulating different parameters resulted in similar usability. This suggests that the preferred method for adjusting security can be dictated by the constraints of devices and preferences of users. For example, mobile devices might use smaller image sizes and more click-points.
Keywords: authentication, graphical passwords, usable security
Exploring iterative and parallel human computation processes BIBAKFull-Text 4309-4314
  Greg Little
Mechanical Turk (MTurk) is an increasingly popular web service for paying people small rewards to do human computation tasks. Current uses of MTurk typically post independent parallel tasks. This research explores an alternative iterative paradigm, in which workers build on each other's work. We run a couple of experiments comparing the efficacy of this paradigm in two different problem domains: image description writing, and brainstorming company names.
Keywords: human computation, mechanical turk
iPhone as a physical activity measurement platform BIBAKFull-Text 4315-4320
  Yuichi Fujiki
iPhone is emerging as a ubiquitous physical activity measurement platform due to its incorporated accelerometer sensor. The iPhone's capacity to accurately measure physical activity has not been put to scrutiny up to now, despite claims from an increasing number of applications. This study examines ways to perform accurate physical activity measurements with the iPhone, at various positions on the user's body. The study focuses on walking and running -- the two most prevalent aerobic activities. For walking, a methodology has been developed that translates accelerometer values from peripheral body locations to equivalent readings on the waist and from there to metabolic units. For running, the limitation of iPhone to perform accurate metabolic measurements is documented. The formulas and results in this paper can readily be used by developers to increase the accuracy of fitness applications and improve user experience.
Keywords: accelerometer, calibration, iPhone, physical activity
Effects of cognitive aging on credibility assessment of online health information BIBAKFull-Text 4321-4326
  Qingzi Vera Liao
Results from a study comparing how different Web contents and features influence younger and older adults' credibility assessment are reported. Results were in general consistent with the Elaboration Likelihood Model (ELM) of persuasive communication. It was found that cognitive aging differentially influences the processing of central arguments and peripheral cues (web features such as layouts, third-party endorsement). Specifically, older adults were in general worse at distinguishing between strong and weak arguments, and this effect was moderated by cognitive abilities and motivation for cognition. Results will be useful for informing designs that facilitate credibility assessment of health information for older adults.
Keywords: cognitive aging, design for the elderly, web credibility
Himawari: shape memory alloy motion display for robotic representation BIBAKFull-Text 4327-4332
  Akira Nakayasu
We propose the concept of shape memory alloy motion display (SMD), a new type of physical display, and introduce a plant-shaped robot "Himawari" based on this technology. SMD is a display apparatus taking advantage of existence of an actual object, and gives visual expressions by movement and change in shape of actuators, which are components of this device. Visual expressions resembling tentacles of sea anemone and foliage of grasses and trees are possible by designing the actuators, making way for new expressions by physical display. We built the plant-shaped robot Himawari as a piece of art applying SMD technology. We discuss the possibilities of SMD through fabrication of the completed piece of art, Himawari.
Keywords: physical display, robots, shape memory alloy
Constant connectivity, selective participation: mobile-social interaction of students and faculty BIBAKFull-Text 4333-4338
  Dana Rotman
beyond voice and textual communication, by enabling ubiquitous online connectivity and changing mediated social interaction. We report the results of a study of the mobile-social practices of students who use such devices, and the ways in which hierarchical relationships between students and professors were affected by the use of smart-mobile devices. The common premise is that because such devices enable continuous interaction, students are constantly using social networking and communication applications on the go, across different types of relationships. Our study shows that in hierarchy-based interaction mobile-social communication is more limited than could be expected. Social norms and usability issues both played a part in shaping students' mobile-social practices, resulting in "selective participation" -- as students carefully crafted their mobile interaction to maintain hierarchical distance.
Keywords: iPhone
Remote web browsing via the phone with teleweb BIBAKFull-Text 4339-4344
  Yevgen Borodin
TeleWeb is an assistive voice-enabled application empowering users to remotely access the Web through the most ubiquitous device -- the phone. The uniqueness of the technology is that it enables users to gain access to information from almost anywhere via a plain, old-fashioned telephone. TeleWeb users will be able to call their own personal numbers, authenticate themselves, and then use speech and phone key-pad to remotely browse the Web on their own PCs. TeleWeb may especially appeal to people with vision loss, as well as older adults who may find the phone interface to be more familiar and easier to use. In this paper, I describe the TeleWeb approach and the interface.
Keywords: audio interface, blind users, hearsay, macro player, macro recorder, non-visual, screen reader, teleweb, web browser
A task-focused approach to support sharing and interruption recovery in web browsers BIBAKFull-Text 4345-4350
  Mohan Raj Rajamanickam; Russell MacKenzie; Billy Lam; Tao Su
Over the last two decades a vast number of services have moved online, and many new services have been created. Previous work shows that many users are overloaded by the number of webpages they use simultaneously. We introduce TabFour, a prototype web browser which integrates three features that address the design requirements identified in an initial design study. Webpages can be grouped into tasks, providing a unified target for resumption after an interruption. Tasks and pages can be annotated, supporting resumption after longer intervals. Finally, tasks can be shared through a simple yet novel web-service, allowing users to share groups of webpages more easily than with existing tools.
Keywords: context sharing, interruption, task focused interface, web browser
Mudpad: fluid haptics for multitouch surfaces BIBAKFull-Text 4351-4356
  Yvonne Jansen
In this paper, we present an active haptic multitouch input device. Its touch surface is a malleable pouch filled with a smart fluid. The viscosity of this fluid can be controlled to provide localized active haptic feedback. Magnetic fields can stiffen the liquid locally, thus creating an invisible "labyrinth that can be felt when a user tries to displace the liquid at an activated location. The user feels this labyrinth as a relief when running her fingers over the surface. We believe there are promising applications for this kind of haptic feedback. Hence, we intend to further investigate them in comparison to traditional vibrotactile feedback techniques.
Keywords: active feedback, fluid haptics, haptic input device, magnetic fluid, magneto-rheologic effect, multitouch
RUMU editor: a non-WYSIWYG web editor for non-technical users BIBAKFull-Text 4357-4362
  Eleanor Poley
This paper discusses RUMU Editor, a prototype of a non-WYSIWYG web editor for non-technical users. Users often struggle with WYSIWYG web editors, and the code produced is notoriously bad. RUMU aims to improve the user experience and the resulting websites by providing a simple semantic markup language for the user, changing how styles are applied, simplifying and automating complex aspects of web design, and enabling users to make responsible choices. I conducted usability studies to compare RUMU to iWeb, a WYSIWYG editor, the results of which suggest that users are more satisfied and successful with RUMU. In a case study, two users created real personal websites using iWeb or RUMU. In a blind survey, web designers preferred the websites and source generated by RUMU.
Keywords: lightweight markup languages, non-WYSIWYG interfaces, usability-focused development, web editors
Cobra: flexible displays for mobilegaming scenarios BIBAKFull-Text 4363-4368
  Zi Ye; Hammad Khalid
We discuss Cobra, a handheld peripheral for computer games that applies flexible display design principles to provide a highly intuitive, mobile gaming experience. Cobra is a flexible plastic board interface that uses bends as input to the gaming device. The display is provided by a shoulder-mounted Pico projector. In this paper, we will present our prototype, the motives behind it, and its immediate applications.
Keywords: flexible displays, mobile gaming, organic user interfaces
gBook: an e-book reader with physical document navigation techniques BIBAKFull-Text 4369-4374
  Jesse Burstyn; M. Anson Herriotts
In this paper, we present gBook, a prototype for a new style of e-book reader that uses flexible inputs and page orientation to simulate the properties of reading a bound printed book. This project takes into account some of the known methods that people use when reading books, to make page navigation correspond more to that of paper-based books. The underlying assumption is that doing so will improve the learnability of navigation, as well as the usability by allowing more casual methods of page navigation.
Keywords: document navigation, eBooks, gesture input, human factors, mobile computing, organic user interfaces
SequenceBook: interactive paper book capable of changing the storylines by shuffling pages BIBAKFull-Text 4375-4380
  Hiroki Yamada
In this paper, the author proposes SequenceBook, an interactive picture book system, which consists of a paper book with very thin IC tags embedded in each page and an RFID antenna. This system uses a traditional paper book as an interface and realizes natural interface that keeps the affordance of traditional book and thus smoothly prompts users to experience its contents by just flipping pages in the same way as they read an ordinary book. Another important feature of the system is that users can change its storyline as they like. The system is designed just as like a bookbinder so that users can easily shuffle pages and make several patterns of stories.
Keywords: hci, media art, picture book, RFID, story creation, tangible user interface
Get the picture?: evaluating interfaces through children's drawings BIBAKFull-Text 4381-4386
  Cristina Sylla
We conducted a study to determine whether it was possible to evaluate the usability of a children's interface just by looking at their drawings, uncovering indicators that would reveal the degree of success of the interaction.
   Two groups of children aged between four and five years old were exposed to two versions of a computer game. In the regular version the game worked as expected, in the other version the mouse would stop functioning during random periods of the game play.
   The drawings made by the children after the game were analyzed by three evaluators to determine if they corresponded to the interaction with the regular or the broken game. The results show that in this specific study the decoding of children's drawings made after their interaction was clearly insufficient to assess the usability of the interface, and that further research is needed in this area.
Keywords: children, drawings, evaluation, technology, usability
DragonFly: spatial navigation for lecture videos BIBAKFull-Text 4387-4392
  Christian Corsten
DragonFly is an application designed for reviewing lecture recordings of mind map-structured presentations. Instead of using a timeline slider, the lecture recording is controlled by selecting elements located at different positions on the map. Hence, video time is controlled by navigating in space.
   A controlled experiment revealed that DragonFly reviewers performed 1.5 times faster in finding a specific scene of a lecture recording compared to reviewers that worked with QuickTime Player and a mind map printout.
Keywords: e-learning, lecture video, mind map, presentation software, review, spatial navigation, zoomable user interface
Cookie confusion: do browser interfaces undermine understanding? BIBAKFull-Text 4393-4398
  Aleecia M. McDonald
We performed a series of in-depth qualitative interviews with 14 subjects recruited to discuss Internet advertising. Participants held a wide range of views ranging from enthusiasm about ads that inform them of new products, to resignation that ads are "a fact of life," to resentment of ads that they find "insulting." We discovered that many participants have a poor understanding of how Internet advertising works, do not understand cookies, and mistakenly believe there are legal protections barring companies from sharing information they collect online. We found that participants have substantial confusion about the results of the actions they take within their browsers, and do not understand the technology they work with now. The user interface for cookie management in popular browsers may be contributing to confusion.
Keywords: behavioral advertising, cookies, mental models, privacy
Buddy bearings: a person-to-person navigation system BIBAKFull-Text 4399-4404
  George T. Hayes; Dhawal Mujumdar; Thomas Schluchter
This paper proposes a mobile application to facilitate the meeting of people in unmarked spaces. We report on the concept, aspects of the work-in-progress implementation and future steps.
Keywords: 3D sound, navigation
Health shelf: interactive nutritional labels BIBAKFull-Text 4405-4410
  Sapna Bedi; Javier Diaz Ruvalcaba; Zoltan Foley-Fisher; Noreen Kamal; Vincent Tsao
"Healthy Shelf" is an interactive nutritional label system. User-centered design process was used to create the labels with HTML and JavaScript for deployment on kiosks attached to supermarket shelves. Users change the serving size on the nutritional labels and the labels then calculate nutritional values. The interactive labels also display comparisons of nutritional values. We evaluated a prototype of the system and found that participants liked the idea of using interactive nutritional labels while shopping and they make more accurate serving size.
Keywords: health management, interactive label, nutrition, nutritional label
PIM-Mail: consolidating task and email management BIBAKFull-Text 4411-4416
  Jan-Peter Krämer
Traditional email clients are built with a "one-touch" model in mind that assumes an immediate action is performed once an email is read. However, some emails require a follow-up action or users decide to read them later, so they cannot be discharged immediately. We present a prototype to keep track of these email-associated tasks that works as a plug-in inside a traditional email client. Besides providing flexible task management features, such as linking more than one message to a task to follow conversations, our system also supports exchanging tasks for collaborative work.
Keywords: collaboration, conversations, email, organization, personal information management, pim, plug-in, tasks
Exploring reactive access control BIBAKFull-Text 4417-4422
  Richard Shay; Michelle L. Mazurek; Peter F. Klemperer; Hassan Takabi
As users store and share more digital content at home, effective access control becomes increasingly important. One promising mechanism for helping non-expert users create accurate access policies is reactive policy creation, in which users can update their policy dynamically in response to access requests that cannot otherwise succeed. An earlier study suggested that reactive policy creation may be a good fit for file access control at home. To test this theory, we designed and piloted an experience sampling study in which participants used a simulated reactive access control system for a week. Preliminary results suggest a neutral to positive response to using this kind of system and indicate that reactive policy creation may help meet users' need for dynamic, contextual policy decisions.
Keywords: access control, home computing, human factors, privacy
Building common ground and reciprocity through social network games BIBAKFull-Text 4423-4428
  D. Yvette Wohn; Yu-hao Lee; Jieun Sung; Torger Bjornrud
Social network games (SNG) are an extremely popular and rapidly growing application of social network sites (SNS). But are SNGs really social? A survey based on a social cognitive theory approach to uses and gratifications revealed that people are motivated to play the game to create common ground, reciprocate, cope, and pass time.
   People play SNGs to create common ground for future social interaction rather than seeking direct social interaction in the game. Customization was strongly correlated with social motivations; in particular, use of avatar customization was different from use of space customization. Reciprocity was facilitated more by the design of the game than social motives.
Keywords: asynchronous, avatar customization, common ground, customization, game motivations, gifting, online game, reciprocity, social computing, social network game, social network site, space customization, uses and gratifications, virtual goods

Workshops

Model-driven development of advanced user interfaces BIBAKFull-Text 4429-4432
  Jan Van den Bergh; Gerrit Meixner; Kai Breiner; Andreas Pleuss; Stefan Sauer; Heinrich Hussmann
The workshop on model-driven development of advanced user interfaces will be a forum of multi-disciplinary discussion on how to integrate model-driven development with the often more informal methodologies used in user-centered design. Starting point of the discussion will be the tools, models, methods and experiences of the workshop participants.
Keywords: model-driven development, models, user-centered design
Brain, body and bytes: psychophysiological user interaction BIBAKFull-Text 4433-4436
  Audrey Girouard; Erin Treacy Solovey; Regan Mandryk; Desney Tan; Lennart Nacke; Robert J. K. Jacob
The human brain and body are prolific signal generators. Recent technologies and computing techniques allow us to measure, process and interpret these signals. We can now infer such things as cognitive and emotional states to create adaptive interactive systems and to gain an understanding of user experience. This workshop brings together researchers from the formerly separated communities of physiological computing (PC), and brain-computer interfaces (BCI) to discuss psychophysiological computing. We set out to identify key research challenges, potential global synergies, and emerging technological contributions.
Keywords: affective computing, brain-computer interfaces, physiological computing, psychophysiological signals
Designing and evaluating affective aspects of sociable media to support social connectedness BIBAKFull-Text 4437-4440
  Thomas Visser; Pavan Dadlani; Daan van Bel; Svetlana Yarosh
The use of sociable media for supporting social connectedness has been a serious subject of study for researchers and designers in recent years. Social connectedness is considered to be the momentary experience of belongingness and relatedness with others. Particular user groups may benefit from support in social connectedness, such as elderly or divorced parents and their children. Several research projects have made efforts to support social connectedness. However, there have been few formal studies into the factors affecting connectedness. Also, the way in which social connectedness has been measured in studies to date is diverse and often not grounded in psychological theory. This shows a need for more elaborate investigation in how social connectedness can be measured, what types of content could be shared between users, and which interactions should be provided by a system, when aiming for social connectedness. This should lead to guidelines and an ontology of elements to help and inspire designers of social connectedness systems.
Keywords: computer mediated communication, interaction design, measurement, social connectedness
BELIV'10: beyond time and errors novel evaluation methods for information visualization BIBAKFull-Text 4441-4444
  Enrico Bertini; Heidi Lam; Adam Perer
Information visualization systems allow users to produce insights, innovations, and discoveries. Evaluating such tools is a challenging task. Current evaluation methods exhibit noticeable limitations and researchers in the area experience frustration with evaluation processes that are time consuming but often lead to unsatisfactory results. The goal of BELIV'10 is to provide a venue for researchers to report and discuss the latest innovations in this area.
Keywords: evaluation, information visualization
Artifacts in design: representation, ideation, and process BIBAKFull-Text 4445-4448
  D. Scott McCrickard; Michael E. Atwood; Gayle Curtis; Steve Harrison; Jon Kolko; Erik Stolterman; Shahtab Wahid
Artifacts-representations that express properties or captured information-can serve to inspire, represent, and manage the decisions made throughout the design process. This workshop will explore how these artifacts are created, used, and reused during design projects, toward understanding the overall impact on the larger discipline of design. Through active engagement with novel design artifacts and methods, workshop participants will examine, categorize, and evaluate various design artifacts.
Keywords: design artifact, ideation, process, representation
Models, theories and methods of studying online behaviour BIBAKFull-Text 4449-4452
  Barry Brown; Cliff Lampe; Kerry Rodden; Nicolas Ducheneaut
While there is a growing body of work that documents online behavior in its different forms, there has been little research that develops holistic models and theories of online behavior. This workshop will draw together internet researchers to develop new understandings of online behavior across a diversity of activities and applications. The emphasis is on new theories and models that can be used to understand and predict social behavior as underlying technologies change. This workshop will work as a valuable bridge across individual disciplines and empirical studies supporting the generalization of understandings and approaches.
Keywords: internet research, social interaction, theory of behavior
Natural user interfaces: the prospect and challenge of touch and gestural computing BIBAKFull-Text 4453-4456
  Steven C. Seow; Dennis Wixon; Ann Morrison; Giulio Jacucci
Natural User Interfaces show great promise to define new and potentially large niches of interactive computing. The promise of Natural Computing Interfaces (touch and gesture) stems from at least two sources -- the prospect of touch and gestural computing becoming as ubiquitous as currently dominant paradigms (e.g. GUI.) and technical breakthroughs. However, this new field of research and commercial development faces significant challenges. For example the challenge of developing a common terminology and framework while fostering innovation and creativity. The workshop will begin the process of addressing some of the challenges by (1) enumerating them, (2) listing potential ways to address them. As such our aim is to foster the evolution of NUI community of researchers and practitioners.
Keywords: NUI, gesture, multitouch, natural user interface, surface, surface computing, touch
Examining appropriation, re-use, and maintenance for sustainability BIBAKFull-Text 4457-4460
  Jina Huh; Lisa P. Nathan; Six Silberman; Eli Blevis; Bill Tomlinson; Phoebe Sengers; Daniela Busse
Within the past few years, the field of HCI has increasingly addressed the issue of environmental sustainability, primarily identifying the challenges and developing an agenda for designing for sustainability. Yet, the most difficult task remains, how do we develop realistic solutions when the digital ethos is based upon short-lived computing products that come and go at rapid pace. By examining appropriation, re-use, and maintenance practices, this workshop aims to identify sustainable interaction design challenges and directions in re-utilizing used or obsolete computing products for prolonged use.
Keywords: appropriation, maintenance, reuse, sustainability, sustainable interaction design
Context-adaptive interaction for collaborative work BIBAKFull-Text 4461-4464
  Jürgen Ziegler; Jörg M. Haake; Stephan Lukosch; Volkmar Pipek
Context plays an increasingly important role to adapt systems to users' needs and to make access to large information spaces more efficient. Yet, in the area of collaborative work the potential of context-based adaptation of IT systems has so far not been investigated and exploited. There is a lack of methods that take into account the manifold aspects of context such as physical, activity-based, thematic or social context in an integrated fashion. This workshop will discuss models, methods and system design approaches for context-adaptive collaboration support and will outline research directions leading towards comprehensive understanding of context.
Keywords: collaborative work, context modeling, context-based adaptation, cooperation support
Whole body interaction 2010 BIBAKFull-Text 4465-4468
  David England; Jennifer G. Sheridan; Beth Crane
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
Researcher-practitioner interaction BIBAKFull-Text 4469-4472
  Elizabeth A. Buie; Susan M. Dray; Keith E. Instone; Jhilmil Jain; Gitte Lindgaard; Arnold M. Lund
This workshop explores whether problems exist between HCI researchers and the practitioners who are consumers of research -- and, if so, will endeavor to identify the dimensions of the problems and propose possible solutions. On the one hand, the workshop aims to articulate factors that may render the research literature inaccessible or irrelevant to practitioners and to suggest potential improvements. On the other hand, the workshop also aims to learn from researchers how their research could benefit from practitioner input.
Keywords: HCI skill set, practitioner needs, research-practice misalignment
The future of FLOSS in CHI research and practice BIBAKFull-Text 4473-4476
  Paula M. Bach; Michael Terry
In the past 10 years, Free/Libre/Open Source Software (FLOSS) has become a potent enabler in all areas of computing. Despite its rise in importance, the CHI community has been slow to study and partner with the FLOSS community. This workshop will join researchers and practitioners from the CHI and FLOSS communities to establish an agenda for future research and collaboration between the two communities.
Keywords: FLOSS, UX, open source, usability
HCI at the end of life: understanding death, dying, and the digital BIBAKFull-Text 4477-4480
  Michael Massimi; Will Odom; David Kirk; Richard Banks
Death and our experience of it is a fundamental aspect of life and consequently every human culture has developed practices associated with responding to, signifying, and dealing with its implications. As our technology pervades our cultures, we find that the digital is increasingly intersecting with these practices. This raises issues which have rarely been conceptualized or articulated in the HCI and CSCW communities. It is increasingly important to design "thanatosensitive" technologies which support death-centric practices such as collaborative acts of remembrance, bequeathing of digital data, or group reflection on the digital residua of a life. This workshop will bring together participants interested in such technologies and their implications. Potential topics include, but are not limited to: devices for reflection and meaning-making across multiple lifespans; interdisciplinary practices surrounding mortality, dying, and death; technology heirlooms; digital rights management; and methodological approaches to researching end-of-life technology issues.
Keywords: death, dying, end of life, mortality
Design to read: designing for people who do not read easily BIBAKFull-Text 4481-4484
  Caroline Jarrett; Helen Petrie; Kathryn Summers
Many people do not read easily. They may have an impairment such as a visual problem. They may be reading in stressful conditions or poor light, or perhaps they are reading in a second language.
   Is it possible to provide one consistent set of guidelines or approaches that will allow designers of electronic materials to meet all the apparently diverse needs of these people? Or are there compromises to be made? If so, what are those compromises?
Keywords: accessibility, internationalization, legibility, readability, universal design
Cognitive models of user behavior in social information systems BIBAKFull-Text 4485-4488
  Wai-Tat Fu; Thomas George Kannampallil
The widespread popularity and adoption of social information systems ranging from social networking systems to social book marking systems has resulted in an increased research focus on studying user interactions in such systems. Recent research literature has reported on analysis of large datasets of logs of social interactions as a way to describe the structure of these systems and to characterize individual behavior. There is significantly limited research on cognitive behavior of individual users in social information systems. Research on individual behavior can help us develop nuanced perspectives of social information use and can provide insights for developing more effective systems for users.
Keywords: cognition, modeling, social information systems, user behavior
Know thyself: monitoring and reflecting on facets of one's life BIBAKFull-Text 4489-4492
  Ian Li; Jodi Forlizzi; Anind Dey
People strive to gain better knowledge of themselves by collecting information about their behaviors, habits, and thoughts. Personal informatics systems can help by facilitating the collection of personal information and the reflection on that information. These systems satisfy people's innate curiosity about themselves and encourage holistic engagement with one's life. Development of such systems poses new challenges in human-computer interaction and opens opportunities for new applications and collaborations between diverse disciplines, such as design, life-logging, ubiquitous computing, persuasive technologies, and information visualization.
Keywords: awareness, behavior, life logging, personal informatics, reflection, study methods, visualizations
Video games as research instruments BIBAKFull-Text 4493-4496
  Eduardo H. Calvillo Gámez; Paul Cairns; Jeremy Gow; Jonathan Back; Eddie Capstick
The workshop aims to help researchers share experience and expertise on the use of video games as research instruments in HCI and related disciplines. It will focus on existing uses, methodologies, results and issues with using video games, and is expected to lead to a better shared understanding of their current and future use across a variety of disciplines.
Keywords: experience, experimental design, video games
Bridging the gap: moving from contextual analysis to design BIBAKFull-Text 4497-4500
  Tejinder K. Judge; Carman Neustaedter; Anthony Tang; Steve Harrison
A typical product development lifecycle for interactive systems starts with contextual analysis to guide system design. The challenge however is in transitioning from findings about users, their activities, and needs, into design requirements, constraints and implications that are directly applicable to design. In this workshop, we seek to bring together researchers, designers, and practitioners who regularly face the challenge of transitioning from contextual analysis to design implications and design practices. Our goal is to foster a community in this space, understand the techniques that are being employed to move from contextual analysis to design, the challenges that still exist, and solutions to overcome them.
Keywords: contextual analysis, design, gap, requirements analysis
SkCHI: designing sketch recognition interfaces BIBAKFull-Text 4501-4504
  Tracy Hammond; Edward Lank; Aaron Adler
Sketch recognition user interfaces currently treat the pen in the same manner as a mouse and keyboard. The aim of this workshop is to promote thought and discussion about how to move beyond this to create natural and intuitive pen-based interfaces. To this end, the workshop will include panel discussions, group discussions, and even an instructional session on drawing sketches.
Keywords: pen computing, pen-input computing, sketch computing, sketch interfaces, sketch recognition, tablet pc
Wellness informatics: towards a definition and grand challenges BIBAKFull-Text 4505-4508
  Rebecca E. Grinter; Katie A. Siek; Andrea Grimes
The last decade has seen a large explosion of health-related human centered computing research and practice focused on wellness (e.g., good nutrition and exercise promotion) with the intention of helping people avoid needing medical care. And while Health Informatics may appear to be the obvious home for these activities, it is a discipline that has focused on the design, development, and evaluation of systems to process healthcare data and through that aid in patient treatment. Given the ubiquity of wellness systems we think its time to create a Wellness Informatics community. The goal of the workshop is to identify the themes and grand challenges for designing and evaluating Information and Communications Technologies (ICTs) that help people stay well.
Keywords: health informatics, wellness informatics
Next generation of HCI and education: workshop on UI technologies and educational pedagogy BIBAKFull-Text 4509-4512
  Edward Tse; Johannes Schöning; Yvonne Rogers; Chia Shen; Gerald Morrison
Given the exponential growth of interactive whiteboards in classrooms around the world, and the recent emergence of multi-touch tables, tangible computing devices and mobile devices, there has been a need to explore how next generation HCI will impact education in the future. Educators are depending on the interaction communities to deliver technologies that will improve/adapt learning to an ever-changing world. In addition to novel UI concepts, the HCI community needs to examine how these concepts can be matched to contemporary paradigms in Educational pedagogy. The classroom is a challenging environment for evaluation, thus new interaction techniques need to be established to prove the value of new HCI interactions in the educational space. This workshop provides a forum to discuss key HCI issues facing next generation education ranging from whole class interactive whiteboards, small group interactive multi-touch tables, and individual personal response systems in the classroom.
Keywords: education, gestures, large displays, multi-touch, next generation hci, pedagogy
Senior-friendly technologies: interaction design for senior users BIBAKFull-Text 4513-4516
  Henry Been-Lirn Duh; Ellen Yi-Luen Do; Mark Billinghurst; Francis Quek; Vivian Hsueh-Hua Chen
The elderly represent a valid group of users who can potentially benefit greatly from engaging with technology, such as healthcare systems or playing digital games. Yet, less attention has been given to the significance of senior citizens as technology users, as compared to the common younger population. In an effort to fill in the gap, this workshop aims to investigate the design of technology for senior citizens. To provide for more focused, thus more productive discussion, we will use elderly mobile phone games as a case in point here. The overarching objective is to understand what can help to make for better and more meaningful use of interactive applications and technology by the elderly, for instance, games on the mobile phone.
Keywords: design, elderly, games, mobile game design, mobile phone, older users, senior citizens, technology
Microblogging: what and how can we learn from it? BIBAKFull-Text 4517-4520
  Julia H. Grace; Dejin Zhao; danah boyd
Microblogging, the act of broadcasting short, real-time messages, is a relatively new communication practice allowing people to share information they are less likely to express using existing technologies (e.g. email, phone, IM or weblogs). We use microblogging as an umbrella term to include the posting of status updates to social network sites such as Facebook, and message-exchange services like Twitter, Jaiku, and Yammer. Microblogging has become popular quickly, catching researchers' interests as both a means of public, social information exchange, and a medium for collaboration and communication in the work context. The goal of this workshop is to provide a forum for researchers and practitioners from academia and industry to exchange insights into microblogging as a communication practice in enterprises, academic and social settings. We aim to develop an agenda for what and how we can learn from and better study this phenomenon.
Keywords: computer-mediated communication, microblogging, social computing, social networking
Critical dialogue: interaction, experience and cultural theory BIBAKFull-Text 4521-4524
  Mark Blythe; John McCarthy; Ann Light; Shaowen Bardzell; Peter Wright; Jeffrey Bardzell; Alan Blackwell
Although topics such as fun, enjoyment, aesthetics, and experience are relatively new in HCI, long traditions of scholarship in the humanities and social sciences have examined them. Some have already been expressed in the appropriation of conceptualizations of experience in HCI research and practice. There is also a small but fast growing body of work in HCI seeking to approach these topics from the perspective of cultural and critical theory. In the history of ideas, experience and critical theory have not always made good bedfellows, sometimes complementing each other, sometimes resisting each other. This workshop will explore the ways in which HCI can benefit from a constructive dialogue between critical theory and experience in questions of design and evaluation.
Keywords: critical theory, cultural theory, experience

Session: call centers

Ontology models for interaction design: case study of online support BIBAKFull-Text 4525-4540
  Keith A. Butler; Ann J. Hunt; John Muehleisen; Jiajie Zhang; Beth Huffer
We report a case study for online self-support, which illustrates an advanced form of work modeling based on ontology technology. This new method enables a much earlier understanding of the design problem and promotes interdisciplinary design collaboration. A functional prototype was implemented for user testing and showed significant improvement in content discovery.
Keywords: analysis methods (e.g., task/interaction modeling, entity modeling, faceted navigation & search, information architecture, interactive problem solving, model-based design methods, ontology modeling, representation effect, task analysis, work ontology, work-centered design
The fulfillment of user needs and the course of time in field investigation BIBAKFull-Text 4541-4552
  Claudia Nass; Daniel Kerkow; Jessica Jung
Business contexts represent a big challenge for software development, specifically in terms of finding a balance between business goals and users' goals. This context determines the utility of an application, but good user experience (UX) with business applications is only achieved if the software supports the fulfillment of users' goals and needs. This article presents the efforts realized in a call-center of a German telephone company aimed at enhancing UX and hence creating a positive influence on the emotional state of the users/employees. It describes a method applied for the elicitation of user needs as well as ideas for improving UX. Beyond that, the results indicate that software properties can influence the emotional state of the user if they support the fulfillment of human needs and thus positively affect the achievement of business goals.
Keywords: call-center, emotion, evaluation, field study, fun, user experience, user needs
Using "rapid experimentation" to inform customer service experience design BIBAKFull-Text 4553-4566
  Soni Meckem; Jennifer Lee Carlson
This case study describes how Cisco followed a "Rapid Experimentation" methodology in conducting iterative, high velocity pilot studies to inform a large global customer service experience design project. The research findings described in this case study informed the design of a better mechanism for customers to select their expected outcomes, so Cisco can provide a personalized service experience. This improved accuracy moves us closer to our goal of eliminating at least 5% of all re-routing of service requests. In addition, customer satisfaction improves as we approach our target of reducing average Time-To-Resolution by at least 5%, which also saves on the Cost-Per-Call for Cisco.
   The case study explains how these studies improved the direction of the design concept and narrowed the research focus to answer more specific design questions. It summarizes how this approach was successfully applied in the customer service experience design situation to achieve the same experience design goal in 8 weeks, 4 weeks ahead of the 12 week schedule. We also describe lessons learned in applying the "Rapid Experimentation" methodology.
Keywords: agile software development, comparative usability study, customer service experience, customer support experience, iterative studies, rapid experimentation, rapid iterative testing and evaluation (RITE), rational unified process, service design, Toyota production system (TPS)

Session: language 2.0

Visualizing language use in team conversations: designing through theory, experiments, and iterations BIBAKFull-Text 4567-4582
  Gilly Leshed; Dan Cosley; Jeffrey T. Hancock; Geri Gay
One way to potentially help people develop effective teamwork skills is to visualize elements of their language use during team conversations. There are several challenges in designing such visualizations, such as how to balance attention between the conversation and the visualization and how much guidance to offer about appropriate behaviors. We discuss the design space around these questions in the context of GroupMeter, a chatroom augmented with visualizations of language use. We generate and critique potential answers to these questions using prior theoretical and empirical work, then describe how the interface evolved and how our answers changed over a series of prototypes we deployed in experimental studies. We conclude with the lessons from our experience that could be used by designers of collaboration-enhancing systems.
Keywords: behavioral experiment, linguistic analysis, teamwork, visualization design

Session: medical exploration

Rehabilitation centred design BIBAKFull-Text 4583-4586
  Madeline Balaam; Stefan Rennick Egglestone; Ann-Marie Hughes; Thomas Nind; Anna Wilkinson; Eric Harris; Lesley Axelrod; Geraldine Fitzpatrick
Stroke is a significant cause of disability, and is predicted to become a greater burden as population demographics shift. Research suggests that the completion of rehabilitation exercises can considerably improve function in damaged limbs, yet these exercises can be both boring and frustrating for patients to complete at home. New technologies create possibilities to support rehabilitation in motivating and entertaining ways, and, in this paper, we present a case study that illustrates the work of designing such technologies for a single user. Participation in this case study has highlighted some interesting tensions between designing for rehabilitation and designing for the user.
Keywords: motivation, rehabilitation technologies, rehabilitation-centred design, stroke

Session: tagging

Best of both worlds: improving Gmail labels with the affordances of folders BIBAKFull-Text 4587-4596
  Kerry Rodden; Michael Leggett
Gmail's filing system for email conversations is based around labels, which are more flexible and powerful than folders. With its original user interface, many users did not discover labels, and wondered why Gmail had no folders. The Gmail team redesigned the user interface for labeling to make it more discoverable and understandable, and to add the most useful functionality of folders. The new design works for the simple use case (a conversation with only one label), while still making the more complex use case (multiple labels) easily available. It has been launched to millions of users worldwide and has resulted in much higher adoption of labels, especially by new users of Gmail.
Keywords: email organization, folders, labels, personal information management, tags

Session: software and methods

Needs analysis: the case of flexible constraints and mutable boundaries BIBAKFull-Text 4597-4612
  Dorrit Billman; Michael Feary; Debra Schreckengost; Lance Sherry
Needs analysis is a prerequisite to effective design, but typically is difficult and time consuming. We applied and extended our methods and tools in a case study helping a mission control group for the International Space Station. This domain illustrates the challenges of information-system domains that lack rigid, immutable, physical constraints and boundaries. We report the successes & challenges of our approach and characterize the situations where it should prove useful.
Keywords: cognitive engineering, needs analysis, planning, user studies
Challenges of software recontextualization: lessons learned BIBAKFull-Text 4613-4628
  Monique Janneck
This paper describes the case of a complex and problem-ridden software development and deployment process: The implementation of a Campus Management system at a large university. Based on an understanding of software development as recontextualization process on the technical, organizational, human, and task level, critical factors for success or failure are analyzed. Results show that deficits in change management and organizational support account for a considerable amount of difficulties in the implementation process. Furthermore, individual characteristics and commitment of the users involved play a major role. Lessons learned for software introduction processes are discussed.
Keywords: business information systems, campus management systems, case study, participatory design, recontextualization, software development and deployment

Session: bang a table

Using metaphors to create a natural user interface for Microsoft surface BIBAKFull-Text 4629-4644
  Kay Hofmeester; Dennis Wixon
Creating a new model of human computer interaction is not straightforward. Only a handful of such models have been commercially successful. Those that have, such as the graphical user interface (GUI), can provide valuable lessons. When we were challenged to develop a new natural user interface design for Microsoft Surface, we drew from these lessons and from modern user research techniques. A prominent starting point resulting from this was using metaphors to develop the new user interface. We used metaphors for two reasons: To create a user interface world that was understandable and predictable for our users, and to guide the design team in creating the detailed user interface design. We continued this practice in the user research: We focused on which metaphors worked best in the studies, and learned if users understood the metaphors we were using and which metaphor they preferred. This case study describes the process we followed, and the lessons we learned from this.
Keywords: metaphor, Microsoft surface, natural user interface, rite, touch

Session: interactions in the world

Case study: designing an advanced visualization system for geological core drilling expeditions BIBAKFull-Text 4645-4660
  Yu-Chung Chen; Sangyoon Lee; HyeJung Hur; Jason Leigh; Andrew Johnson; Luc Renambot
We present the design and process of an interactive high-resolution visualization system for diverse and distributed real-world geological core drilling expeditions. The high domain knowledge barrier makes it difficult for a person who is outside this field to imagine the user experience, and the globally distributed core drilling community imposes more design constraints in space and time. In addition to activities proposed in prior literatures, we used the "immersive empathic design" approach of having a computer scientist trained as a junior core technician. Through in-situ observation and interview evaluations from on-going expeditions, we present the system and the lesson learned in the process. It makes the best use of precious co-located opportunities. It allows the developer to build up domain knowledge efficiently. It establishes a trust relationship between the developer and scientists. The system designed through this approach formed a sustainable foundation that was adapted in the following design iterations. This process allows the software developer to experience authentic user activities. The designed system is innovative and helps scientists solving real-world problems. This approach can be a useful example to HCI practitioners who work with potential users or communities that share similar properties.
Keywords: empathic design, hci, visualization

Session: tools affecting the enterprise

Factors impeding Wiki use in the enterprise: a case study BIBAKFull-Text 4661-4676
  Lester J. Holtzblatt; Laurie E. Damianos; Daniel Weiss
Our research explored factors that impacted the use of wikis as a tool to support the dissemination of knowledge within an enterprise. Although we primarily talked to a population of wiki contributors and readers, we discovered two major factors which contributed to staff's unwillingness to share information on a wiki under certain circumstances. First, we uncovered a reluctance to share specific information due to a perceived extra cost, the nature of the information, the desire to share only "finished" content, and sensitivities to the openness of the sharing environment. Second, we discovered a heavy reliance on other, non-wiki tools based on a variety of factors including work practice, lack of guidelines, and cultural sensitivities. Our findings have several implications for how an enterprise may more fully reap the benefits of wiki technology. These include implementation of incentive structures, support for dynamic access control, documenting clear guidelines and policies, and making wikis more usable.
Keywords: Wiki, collaboration, collaborative editing, collaborative environments, social computing, social media, social software, web 2.0

Session: on the phone

Contacts 3.0: bringing together research and design teams to reinvent the phonebook BIBAKFull-Text 4677-4690
  Frank R. Bentley; JoEllen Kames; Rafiq Ahmed; Rhiannon Sterling Zivin; Lauren Schwendimann
We present a narrative of the design of Contacts 3.0, a service and updated phonebook application on a mobile device that combines on-device communication with communication from online social networks to create a central hub for communication on the device. We discuss how research and design teams worked together to create design assets, technical architectures, and business cases around this concept.
Keywords: contacts, cross-functional teams, mobile, social media, social networks

Session: usability methods and new domains

Concept mapping in agile usability: a case study BIBAKFull-Text 4691-4694
  Jeremy T. Barksdale; D. Scott McCrickard
In this paper we report on the experience of using our concept mapping approach on an agile software project to assess its fitness. Participants used our novel concept mapping approach over a four week period during the development of a software tool for a local nonprofit agency. Results indicate that our concept mapping approach has value as a visual tool in agile usability environments.
Keywords: agile usability, collaboration, concept mapping, dcog, distributed cognition, team interaction

Session: cooking, classrooms, and craft

Designing a pen-based flashcard application to support classroom learning environment BIBAKFull-Text 4695-4698
  YoungJoo Jeong; Ananda Gunawardena; Kenneth R. Koedinger
Pen-based Flash Cards Application ("application") offers the flexibility of handwritten input while benefiting a wide set of users to increase their memory retention. It is particularly useful in learning mathematics where typing the material using a keyboard can be difficult. In this study, we describe the observations and major findings in a two-year case study in an eighth-grade geometry class. We found that this application may enhance teacher-student interaction, increase autonomy in students for self-guided learning, and encourage collaborative learning.
Keywords: human-centered design, information interfaces and presentation, pen and tactile input, pen-based uis and education, user-centered design

Session: finding your mojo and doing some

A novel way to conduct human studies and do some good BIBAKFull-Text 4699-4702
  Pradeep Buddharaju; Yuichi Fujiki; Ioannis Pavlidis; Ergun Akleman
In this paper the authors describe a novel way to conduct large-scale human studies achieving the maximum outreach and impact with the minimum cost. An iPhone health application, 'Walk n' Play', was developed and released for free in the App Store. The application measures calories spent due to walking activities through the iPhone's accelerometer. It is a real-time awareness tool that helps people to keep their sedentariness in check. Furthermore, it uses motivational mechanisms based on buddy support/competition and social networking to increase daily physical activity. The anonymous data gathered from thousands of users around the world, reveal patterns of human behavior at a resolution and scale not feasible before.
Keywords: human studies, iPhone applications, physical activity
More than a feeling: understanding the desirability factor in user experience BIBAKFull-Text 4703-4716
  Carol M. Barnum; Laura A. Palmer
Interest in understanding the "desirability" factor in user experience continues to grow while the use of post-test questionnaires to measure desirability continues to be problematic. Microsoft created a toolkit to address desirability in studies, and their use of the product reaction cards from that kit was presented at conferences in 2002 and 2004. Since then, however, little has been published about how others have used the cards to measure desirability. We began using the product reaction cards in 2006, and we report on the results in case studies from the past several years. We find that the cards prompt users to tell a rich and revealing story of their experience. Triangulating these findings with post-test questionnaire data and direct observation strengthens the understanding of the desirability factor.
Keywords: desirability, emotion, methods, satisfaction, usability, usability research, usability testing, user experience, user research

Session: software understanding and maintenance

Fit and Finish using a bug tracking system: challenges and recommendations BIBAKFull-Text 4717-4720
  Yossi Avnon; Scott L. Boggan
This article shares practical lessons for using a bug management tool to manage user interface fit and finish process for a software product. It describes common challenges and provides recommendations for processes that will lead to enhanced product quality.
Keywords: bug management, fit and finish, ui design, ui processes

2010-04-10 Volume 2

Session: users and attention on the web

The mystique of numbers: belief in quantitative approaches to segmentation and persona development BIBAKFull-Text 4721-4732
  David A. Siegel
Quantitative market research and qualitative user-centered design research have long had an uneasy and complex relationship. A trend toward increasingly complex statistical segmentations and associated personas will once again increase the urgency of addressing paradigm differences to allow the two disciplines to collaborate effectively.
   We present an instructive case in which qualitative field research helped contribute to abandoning a "state of the art" quantitative user segmentation that was used in an attempt to unify both marketing and user experience planning around a shared model of users. This case exposes risks in quantitative segmentation research, common fallacies in the evolving practice of segmentation and use of personas, and the dangers of excessive deference to quantitative research generally.
Keywords: personas, qualitative research, quantitative research, segmentation, user research

CHI 2010-04-10 Volume 2

Session: users and attention on the web

Automating UI guidelines verification by leveraging pattern based UI and model based development BIBAKFull-Text 4733-4742
  Satya Viswanathan; Johan Christiaan Peters
In large enterprises different teams work on different parts of a big software application. Therefore, retaining user interaction paradigms and concepts becomes important. However, during the development of a large software product, these principles and paradigms get progressively diluted, due to trade-offs, differences in interpretation, communication errors and many other reasons. In order to remain true to design rationale and communicating them to a wider audience/consumers, often User Interface (UI) Style Guide are created. The style guide attempts to sensitize and educate its consumers about design principles and document some of these design rationales for references.
   However, the usability, usage and adoption of these UI guidelines within an organization are topics frequently discussed and debated in several forums for years.
   Post the 'design and definition phase' of software development lifecycle, UI designers are often required to do 'quality checks' as the UIs get developed. Despite painstakingly defining every interaction to its finest level of granularity, in practice the guidelines are often not followed or interpreted incorrectly.
   The method of manually inspecting the 'implemented' user interface for compliance to UI guidelines has the following pitfalls: Highly effort and time consuming; Outcome is often inaccurate, unreliable and sub-optimal in quality; Findings are too late in the process to be fixed.; Not an efficient process for tracking issues to resolution
   This case study talks about the challenges we faced with our UI Style guide and how we tackled them. Based on internal user research and design thinking we defined an approach of better integrating UI style guide into the software design and development process. We leveraged the benefits of pattern based UI approach and a model based development environment to achieve compliance to our UI guidelines by: Providing tools to automate verification of UI guidelines in the model based development environment; Redefining the development process to support UI verification early-on during the design and development process
Keywords: graphical user interfaces, model based user interface design, standards & guidelines, style guides, usability, usability evaluation automation

Session: going to the mall -- shopping and product design

Snap and match: a case study of virtual color cosmetics consultation BIBAKFull-Text 4743-4754
  Jhilmil Jain; Nina Bhatti
In this paper we describe an imaging based virtual color consultation system that automatically recommends cosmetics appropriate for users' skin tone based on user's photograph. 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 by consumers 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 we identified technical vs. social comfort, accuracy vs. convenience and social vs. individual parameters that play a huge role in the usage and adoption of such personal services for women.
Keywords: advisory service, cosmetics, design, imaging, interviews, kiosk, mobile, shopping, surveys, user studies, virtual consultation, women

Media showcase -- video night

Cogknow day navigator: the system in daily life BIBAKFull-Text 4755-4758
  Johannes de Boer
In this project people with dementia and their carers were asked to describe their problems in daily life. With their input integrated solutions for people with dementia were developed. The aim was to develop solutions that help ageing people with early dementia to experience greater autonomy and feelings of empowerment, and to enjoy an enhanced quality of life. This movie shows the solutions that were developed during the project.
Keywords: aged, Cogknow, community dwelling, dementia, EU project, evaluation studies, health services needs and demands, reminder systems, safety
ContraVision: presenting contrasting visions of future technology BIBAKFull-Text 4759-4764
  Blaine A. Price; Clara Mancini; Yvonne Rogers; Arosha K. Bandara; Tony Coe; Adam N. Joinson; Jeffrey A. Lay; Bashar Nuseibeh
How can we best explore the range of users' reactions when developing future technologies that may be controversial, such as personal healthcare systems? Our approach -- ContraVision -- uses futuristic videos, or other narrative forms, that convey both negative and positive aspects of the proposed technology for the same scenarios.
Keywords: contravision, narrative representation, personal technology, pervasive healthcare, user studies, video
Counterlines: a duet for piano and pen display BIBAKFull-Text 4765-4770
  Javier Sanchez; Jaroslaw Kapuscinski
This paper describes three introductory studies for an intermedia performance Counterlines -- a duet for Disklavier and Wacom Cintiq, in which both performers generate audiovisual materials that relate to each other contrapuntally. In the described studies the pianist generates graphic lines while playing music and the graphic performer generates piano lines by drawing. To reinforce the clarity of relationships between visual contours all graphic elements are projected on a single screen. The paper discusses our approach to audio-visual interfacing and intermedia composition.
Keywords: audiovisual performance, Disklavier, interactive art, intermedia, mapping, sound-image relationships, visual music, Wacom Cintiq
Exploring information spaces by using tangible magic lenses in a tabletop environment BIBAKFull-Text 4771-4776
  Martin Spindler; Raimund Dachselt
To solve the challenge of exploring large information spaces on interactive surfaces such as tabletops, we developed an optically tracked, lightweight, passive display (magic lens) that provides elegant three-dimensional exploration of rich datasets. This can either be volumetric, layered, zoomable, or temporal information spaces, which are mapped onto the physical volume above a tabletop. By moving the magic lens through the volume, corresponding data is displayed, thus serving as a window into virtuality. Hereby, various interaction techniques are introduced, which especially utilize the lens' height above a tabletop in a novel way, e.g. for zooming or displaying information layers.
Keywords: data exploration, interactive surface, IR-tracking, magic lens, natural interaction, paper display, passive display, tabletop, tangible interaction, volume slicing, window into virtuality
Gest: exploring gestural interactions BIBAKFull-Text 4777-4782
  Ankur Sardana; Abhijit Kr Bairagi
In this paper we describe the use of gesture based 'device interlinking' to achieve an enhanced user experience and optimize hardware utilization.
Keywords: gesture, human factors, interaction
Mirrored message wall: sharing between real and virtual space BIBAKFull-Text 4783-4788
  Jung-ho Yeom; Beng-Kiang Tan
In this paper, we describe the Mirrored Message Wall as a public display to promote social communication and user participation. It exists in both physical and virtual space and is a bridge to connect users between the real and virtual worlds.
Keywords: interactive public display, mirrored message wall, social interaction, user observation, virtual space
Open columns: a carbon dioxide (CO2) responsive architecture BIBAKFull-Text 4789-4792
  Omar Khan
This paper describes the use of composite urethane elastomers for constructing responsive structures at an architectural scale. It explains the underlying material research and design criteria for constructing deployable columns that are responsive to carbon dioxide (CO2) emissions and are used to reconfigure and pattern the space of inhabitation.
Keywords: interactive architecture, responsive environments
The proximity toolkit and ViconFace: the video BIBAKFull-Text 4793-4798
  Rob Diaz-Marino; Saul Greenberg
Proximity Toolkit is a toolkit that simplifies the exploration of interaction techniques based on proximity and orientations of people, tools, and large digital surfaces. ViconFace is a playful demonstration application built atop of this toolkit. A cartoon face on a large display tracks a person moving around it, where it visually and verbally responds to that person's proximity, orientation and wand use. The accompanying video illustrates all this in action.
Keywords: proximity, situated interaction, toolkits
'STEPS': walking on the music, moving with light breathing BIBAKFull-Text 4799-4804
  Yoonjung Hong; Jaesung Jo; Yoonhee Kim; Tek-Jin Nam
Recently calm technology has been widely applied. Many cases help to enhance social intimacy among close people. Particularly, the area of family members has opportunities to support feeling of connectedness. We aim to investigate of implication through case study of calm technology to support social interaction. We suggested a mutual communication system; Steps, it supports emotional communion in short time separation. It consists of an attachable device for parents and shoes for children. It helps remote and non-verbal communication in a shopping context.
   We achieved to solve the worry of safety and fear, curiosity issues by sharing their steps. It is also sublimated from daily activities to pleasurable interaction. It suggested a possibility to extend the application of calm technology.
Keywords: aesthetic user experience, ambient intelligence, calm technology, connectivity, interactive music system, social interaction, wearable computing
Tongue music: the sound of a kiss BIBAKFull-Text 4805-4808
  Hye Yeon Nam; Carl DiSalvo
In this paper we examine the Tongue Music project: a performance-instrumental that makes use of the human tongue to yield amorous sounds, either by solo using a primary tongue controller or as a duet (The Sound of a Kiss) pairing a tongue controller and a receiver. We describe the design of the system and how the participants use the technology in a creative way to produce music.
Keywords: creative and expressive art experience, human-computer interaction, interactive environment
Whole body large wall display interfaces BIBAKFull-Text 4809-4812
  Garth Shoemaker; Takayuki Tsukitani; Yoshifumi Kitamura; Kellogg S. Booth
This video demonstrates an application that uses a body-centric approach to support interaction with very large wall displays. The design is centered on a virtual body model that represents the users in the context of the workspace, relative to one another as well as to the display(s). This concept of body-centric interaction serves both as a design philosophy and an implementation approach and is both general and powerful. Our approach is general because if the model is detailed enough, a broad range of interaction techniques can be implemented. It is powerful because it opens up an entire class of new interaction techniques: those that depend on properties of a users' body, such as arm or hand pointing direction, head direction, or body location or orientation. The video highlights some of the body-centric interaction techniques that we believe are of value based on how people use their bodies in the everyday world.
Keywords: interaction techniques, large displays, whole body interaction
WOW pod BIBAKFull-Text 4813-4816
  Cati Vaucelle; Steve Shada; Marisa Jahn
WOW Pod is an immersive architectural solution for the advanced massive online role-playing gamer that provides and anticipates all life needs. Inside, the player finds him/herself comfortably seated in front of the computer screen with easy-to-reach water, pre-packaged food, and a toilet conveniently placed underneath a built-in throne.
Keywords: architecture, avatar, gaming, morpg, online, tangible media
ZOOZbeat: mobile music recreation BIBAKFull-Text 4817-4822
  Gil Weinberg; Mark Godfrey; Andrew Beck
ZOOZbeat is a gesture-based Music reCreation studio. It is designed to provide users with expressive and creative access to music making on the go. ZOOZbeat users can compose user-generated songs based on generic beats in different styles or remix and modify commercially licensed songs. To play notes or trigger musical loops, players can shake the phone or tap the screen. Users can also record voice or other audio input into their songs and utilize tilt and shake movements to manipulate and share the music in a group. Design goals of the project focused on creating intuitive metaphors for mobile music making and maintaining a balance between control and ease-of-use.
Keywords: creation, gesture, mobile, music, recreation