| The Effect of Evaluation and Redesign | | BIBAK | PDF | 69-70 | |
| Thomas K. Landauer | |||
| It is clear that formative evaluation and redesign holds great promise for
rapid progress. Projections suggest that ten years of widespread application
of these methods could yield more than 20 times the gains that would be
expected otherwise. Keywords: Usability engineering, Usefulness, Productivity, Iterative design,
Iteration, Efficiency, Measurement, Assessment, Evaluation, History of UCD,
Benefits, Progress, Testing, Improvement, UCD, User centered design,
Comparisons | |||
| The HCI Bibliography: Past, Present, and Future | | BIBAK | PDF | 71-72 | |
| Gary Perlman | |||
| The HCI Bibliography is a free-access online bibliographic database on
Human-Computer Interaction. The basic goal of the project is to put an
electronic bibliography for most of HCI on the screens of all researchers,
developers, educators and students in the field through anonymous ftp access,
mail servers, and Macintosh and DOS floppy disks. In 1994, through the efforts
of over 100 volunteers from 13 nations, the bibliography has grown to a
resource of over 10,000 entries occupying over 10 megabytes, used by over 350
sites in 23 nations. This notice describes the contents of the database, how
to access it, and its history. Keywords: Human-computer interaction, Bibliographic information, Research aids,
Distributed group work, Networks, Information sharing, Online/electronic
publication | |||
| The ACM SIGCHI Education Survey | | BIBAK | PDF | 73-74 | |
| Gary Perlman; Jean Gasen | |||
| The HCI Education survey describes 68 programs, 162 faculty, and 139 courses
in graduate-level education in human-computer interaction. In addition to the
data files on each program, summary reports of programs, faculty, courses and
other information have been generated. The survey was designed, conducted,
analyzed, and distributed entirely online using Internet mail and ftp. The low
cost and active nature of the medium of the survey administration and
distribution makes it possible to have continuously updated information. Keywords: Computer and information science education, Curriculum, Human-computer
interaction, Electronic / online survey administration | |||
| Exploratory Learning of Interactive Devices | | BIBAK | PDF | 75-76 | |
| Carol-Ina Trudel | |||
| The locus of this research is on the nature of exploratory learning of
interactive devices. Exploratory Learning is a commonplace activity when
people are faced with novel devices. It basically consists of "pressing
buttons" and observing what happens. In this first series of experiments the
performance of subjects exploring the various functions of a computer simulated
digital watch was observed under three conditions: Unstructured (free
exploration), Structured (given a list of goals) and Key Press Limit
(restricted to 250 key presses). The main finding was that the latter group
performed significantly better than the other two groups on a post-exploration
questionnaire, and completed tasks significantly more efficiently on a
post-exploration test. This finding is interpreted in terms of reflection: a
limit on the number of moves permitted may encourage reflection, which is more
beneficial to learning than the "mindless" exploration allowed on certain
devices. Keywords: Exploratory learning, User behaviour, Individual differences | |||
| Pointing in Entertainment-Oriented Environments: Appreciation versus Performance | | BIBAK | PDF | 77-78 | |
| J. H. D. M. Westerink; K. van den Reek | |||
| Pointing in multi-media applications for entertainment is investigated, more
specifically the relation between (subjective) user appreciation of pointing
devices and (objective) performance measures like time-to-target. Keywords: Multi-media, Consumer products, Pointing devices, Fitts' Law, User
appreciation, Performance measures | |||
| Why You Can't Program Your VCR, or, Predicting Errors and Performance with Production System Models of Display-Based Action | | BIBAK | PDF | 79-80 | |
| Wayne D. Gray; Haresh Sabnani | |||
| We present a production rule model of display-based action for a humble yet
error-prone task: programming a VCR. The system is data-driven in that the
task goal is achieved in spite of partially specified plans by relying on
changes in the display to trigger the creation of new goals. Knowledge in the
system is partitioned into Task Knowledge, Display-Based Knowledge, and Device
Specific Knowledge. Predictions are made regarding novice-level errors that
are then compared to empirical data. The system is implemented in ACT-R, and
uses Apple events to communicate with a VCR simulated in HyperCard. Keywords: Cognitive models, GOMS, D-TAG, ACT-R, VCR, Production systems, Errors,
Performance, Display-based action, Symbolic theories of interactive tasks | |||
| "FingeRing": A Full-Time Wearable Interface | | BIBA | PDF | 81-82 | |
| Masaaki Fukumoto; Yasuhito Suenaga | |||
| A new interface concept for mobile computing, the "Full-time Wearable Interface", is proposed. By wearing tiny interface devices similar to watches or glasses all the time, the user can operate PDAs at any time desired. As the first study of such an interface, we propose the finger ring style chord keyboard named "FingeRing". FingeRing can be used with any typing surface such as the waist or thigh; no subsidiary devices like keys or pads are needed. FingeRing can be used anytime, anywhere, and in any situation including standing or walking. | |||
| Virtual Hand Tool with Force Feedback | | BIBAK | PDF | 83-84 | |
| Ravin Balakrishnan; Colin Ware; Tim Smith | |||
| We present a system which simulates working with a hand held machine tool on
a piece of soft material. A two degree-of-freedom force reflecting joystick
allows the user to feel the reactive forces between the virtual toolkit and
material. An experiment to investigate the effects on performance in a high
precision task when the standard visual display is augmented by our force
display system shows a 44% (p < 0.01) improvement in accuracy but with time to
completion also increased (by 64%). Users of the system find force feedback to
be useful and feel that the system is a realistic simulation of the real world
task. Keywords: Force feedback, Haptics, Human performance, Virtual worlds | |||
| Input Techniques for HCI in 3D Environments | | BIBAK | PDF | 85-86 | |
| Shumin Zhai; Paul Milgram | |||
| This poster is a summary of a long-term systematic investigation of 6 DOF
input techniques for human computer interaction in 3D environments. It
presents a taxonomic design space model and the major results of three
experiments on various 6DOF input techniques. Keywords: Input devices, Virtual reality, 3D interfaces, Psychomotor behaviour,
Telerobotics | |||
| Electronic Meeting Assistance | | BIBAK | PDF | 87-88 | |
| Stefanie Rather; Michael Stupperich | |||
| An electronic Meeting Assistance tool is being developed as part of the
ESPRIT Project 5233 [TELESTATION]. This tool has a general purpose approach
for electronic assistance of people during meetings. The most frequent tasks
carried out during meetings, and therefore assisted by the tool, are exchanging
information, supporting presentations and jointly editing documents. To
demonstrate this new way of handling information, a first prototype has been
realized and a field test is performed in a hospital environment. Keywords: CSCW, Electronic conferencing, Mobile computing, Electronic WhiteBoard,
Wireless communication | |||
| A Framework for Information Sharing in Collaborative Applications | | BIBAK | PDF | 89-90 | |
| W. Keith Edwards | |||
| Collaborative applications can potentially have a great positive impact on
the way groups of people work together. Unfortunately, collaborative
applications are very hard to build. At the most basic level all collaborative
applications facilitate information sharing. This project is looking at
mechanisms for a particular class of information sharing in an attempt to make
the construction of collaborative software easier.
This work deals with the sharing of "coordinating" information. Coordinating information is information used to link a set of applications or processes together into a unified collaborative environment. The implementation portion of this work, called Intermezzo, provides programming models and runtime support to facilitate the sharing of coordinating information in collaborative applications. Keywords: Collaborative applications, CSCW, Collaboration support environments | |||
| Using Cognitive Walkthrough for Evaluating a CSCW Application | | BIBAK | PDF | 91-92 | |
| Anna-Lena Ereback; Kristina Höök | |||
| We studied the usefulness of the Cognitive Walkthrough method for evaluating
an interface to a meeting booking system. We found that cognitive walkthrough
is a useful method, but some alterations is needed. Specifically we found that
the underlying theory of the method must be expanded, since goals may not be
given in the same way as in single-user applications -- one user's goal is
often affected by other users. We also found that the user descriptions should
preferably be richer since there are several users involved, but that this
makes the walkthrough very cumbersome.
For comparison a video study was conducted. The studies proved that the Cognitive Walkthrough method was roughly as efficient in finding problems related to groupwork as the user study. Keywords: Evaluation, Cognitive walkthrough, CSCW-applications, Meeting booking system | |||
| Characterising the Social Salience of Electronically Mediated Communication | | BIBAK | PDF | 93-94 | |
| Owen Daly-Jones | |||
| A study was conducted to explore the impact of communication media on
conversational structure, and to identify markers of the social salience of
ensuing discussion. Sixteen subjects took part in a collaborative role-play
exercise over two modes of communication; an audio link, and a video link with
audio capabilities. Self-report measures highlighted the advantages of having
a visual channel, in terms of assessing a partner's focus of attention and as
an aid to teamwork. The value of a range of other measures (e.g. backchannel
acknowledgements, and equivocal phrasings) are also reported on. In
particular, there was some indication that collaborators in the audio condition
found it harder to monitor understanding, being more likely to resort to
explicitly questioning the remote partner. Keywords: Communication media, Social salience, Conversational structure and process | |||
| Conveying Emotion in Remote Computer-Mediated-Communication | | BIBAK | PDF | 95-96 | |
| Krisela Rivera; Nancy J. Cooke; Anna L. Rowe; Jeff A. Bauhs | |||
| Having the capability to express emotion via remote
Computer-Mediated-Communication (CMC) systems may enhance decision making.
Thirty-two subjects participated in a simulated remote CMC
group-decision-making session. Seventeen subjects had emotional icons
available, although use of these icons was optional. The remaining 15 subjects
did not have icons available. Dependent measures included frequency of icon
usage, conformity, quality of decision, and responses to a subjective
questionnaire. The results indicated that subjects used icons when available
and liked using them. Finally, subjective questionnaire data indicated that
having emotional icons available seemed to make geographically-dispersed CMC
more appealing. Keywords: Groupware, Computer-mediated-communication, Computer-supported-cooperative
work, Distributed cognition | |||
| A Comparison of Verbal Interaction in Literal and Virtual Shared Learning Environments | | BIBAK | PDF | 97-98 | |
| Karl E. Steiner; Thomas G. Moher | |||
| We performed a study to examine the differences in verbal interaction
between groups of young users working together at a single computer and groups
working on a shared workspace at individual computers. Pairs of Kindergarten
and First Grade students worked with the Graphic Story Writer (an interactive
learning environment) at a single computer or at two networked computers
running a shared workspace. A review of the student's verbal interactions
showed that students in the shared workspace participated in fewer total verbal
interactions, and participated in significantly fewer questions and answers. Keywords: Computer supported cooperative work, Shared workspaces, Computer supported
cooperative learning, Interactive learning environments, Constructive learning | |||
| Is Knowing More Really Better? Effects of System Development Information in Human-Expert System Interactions | | BIBAK | PDF | 99-100 | |
| Jeff A. Bauhs; Nancy J. Cooke | |||
| With the time, cost and effort involved in the development of expertise,
expert systems have become more commonplace in the work environment. It has
been suggested that in order to enhance human-expert system interactions, it is
necessary to provide users with system development information. This research
empirically examined the role that providing this information plays in new user
interactions with expert systems. Results indicate that system information
aided in calibrating users' confidence in accord with system reliability, but
that it had little effect on users' willingness to take expert system advice
and may even hunt users' willingness to continue consulting a particular expert
system. Keywords: Expert systems, Trust in machines, Human-expert system interactions | |||
| Multiple Methods Mean More Minutes | | BIBAK | PDF | 101-102 | |
| Marita Franzke | |||
| An experiment was conducted to produce a low-level description of the
initial acquisition of skill with a display-based application. This experiment
constituted of a situation in which interface-literate users explored new
functionality in two versions of a graphing system. Performance on initial
exploration trials is compared to performance on subsequent
structure-equivalent trials that profit from previous experiences with the
system, both at short and long time delays. Performance times for exploration
and two different delay conditions are discussed. Preliminary data analyses
indicate that several interactions were difficult to discover, but are well
retained even after a one-week interval. Comparisons between the two versions
suggest that the availability of more functions and multiple methods inflated
our subjects' performance times during exploration and during later trials. Keywords: Display based systems, Multiple methods, Exploration, Retention, Versions | |||
| Observing Users in Multimodal Interaction | | BIBAK | PDF | 103-104 | |
| Daniel Salber | |||
| My doctoral research focuses on the usability and usage of new computer
technology such as interactive systems that support the combination different
input media such as voice, gesture and video. I have contributed to the study
of these systems in four complementary ways: the MSM framework helps
classifying and reasoning about current and future "interactionally-rich"
systems; I have also used formal methods to specify multimodal interaction; I
have designed and developed the NEIMO multimodal Wizard of Oz platform, a tool
for observing users using multimodal interaction and assessing usability
issues; I am now working on computer-mediated communication and collaboration
through audio and video. Keywords: Multimodal interaction, Evaluation, Usability, Formal methods, Observation
of users, Video, Groupware, CSCW, MediaSpace | |||
| Cost of Operations Affects Planfulness of Problem-Solving Behaviour | | BIBAK | PDF | 105-106 | |
| Kenton O'Hara | |||
| There is currently a debate in cognitive psychology between plan-based
theories of action and more 'situated' accounts. I argue instead that there is
a continuum between planned and situated action along which people shift
according to various properties of the task. One such factor may be the cost
of performing an action. This paper reports three experiments that examine
this factor within the domain of problem solving. These manipulate different
aspects of the user interface, each with a high profile as determinants of
usability in the HCI literature. In all three experiments, the high cost
condition was seen to encourage people to engage in advance planning, resulting
in more efficient solutions, in terms of number of operations. Keywords: Problem solving, Planning, Operator cost, 8-puzzle, Jump-slide puzzle,
System response time, Error recovery | |||
| User Acceptance of Handwritten Recognition Accuracy | | BIBAK | PDF | 107 | |
| Mary J. LaLomia | |||
| One disadvantage for an individual using handwriting to communicate with a
computer is that their handwriting may not always be recognized correctly by
current recognition technologies. We are attempting to answer the question of
how high does recognition accuracy have to be for people to find the technology
useful. We used a "Wizard of Oz" methodology to simulate different recognition
accuracy rates that were output to a participant writing on a pen-based
computer. Mode of presentation, type of writing pad and recognition rate were
varied. After reviewing the errors, participants ruled the acceptability of
the recognition rate under different conditions. In general, participants
found a handwriting recognition rate of 97% or higher to be acceptable,
however, this relationship was modulated by the different evaluation
conditions. Keywords: Pen-based computers, Handwriting, Recognition accuracy | |||
| A Comparison of Usability Evaluations Conducted by Different Teams | | BIBAK | PDF | 109-110 | |
| Anna L. Rowe; Tammy Lowry; Shannon L. Halgren; Nancy J. Cooke | |||
| The wide variety of usability methods available to usability engineers offer
many approaches to usability testing. However, different evaluation
methodologies may lead to the identification of varying interface issues, and
different interface designs may result. This study examined how different
usability teams approach the same interface evaluation. The results indicate
that different teams begin their evaluations in similar manners but tend to
diverge after this point. Furthermore, different interface problems are
identified by the teams. However, when similar issues are identified, the
teams' redesign recommendations are similar. In general, the results indicate
that several evaluators and several methods should be utilized to optimize the
identification of interface issues. Keywords: Usability, Interface evaluation, User interface, Design process | |||
| Wizard: Non-Wimp Oriented Prototyping of Direct Manipulative Behavior | | BIBAK | PDF | 111-112 | |
| Martina Manhartsberger; Manfred Tscheligi | |||
| In spite of the number of user interface design and development systems
developed in the past years there is still a lack of real prototyping tools
supporting the iterative development of user interface design alternatives.
The behavioral part of a user interface is often neglected or has to be
implemented by low level programming. The Wizard Tool supports the prototyping
of interface behavior especially for Non-WIMP interfaces at a very high level
of abstraction. Keywords: Prototyping, User interface design tools, Direct manipulation | |||
| CHIRP: The Computer Human Interface Rapid Prototyping and Design Assistant Toolkit | | BIBA | PDF | 113-114 | |
| Robert J. Remington | |||
| This presentation includes a description and a demonstration video of the Computer Human Interface Rapid Prototyping (CHIRP) Toolkit. The CHIRP Toolkit architecture, planned capabilities, and the way in which computer human interface (CHI) designers interact with it to build and modify functional interactive scenarios are described. The presentation includes a sample of case studies that illustrate how the evolving CHIRP toolkit is being used to support CHI design for real world systems. | |||
| Participatory Design for Sensitive Interface Parameters: Contributions of Traumatic Brain Injury Patients to Their Prosthetic Software | | BIBAK | PDF | 115-116 | |
| Elliot Cole; Parto Dehdashti; Linda Petti; Marlene Angert | |||
| Interface design is important in the design of prosthetic software for brain
injury patients. Personal productivity modules demonstrated their ability to
help patients when other rehabilitation methods had failed. However, the
software was typically very sensitive to what are considered relatively minor
design parameters. Patients were able to guide designers and their therapists
in constructing highly effective interfaces. In some instances, the dimension
which the patient was optimizing was not readily apparent, and consequently
could not be achieved by other means. The research and poster has relevance
the broader area of learning disabilities. Keywords: Participatory design, Users with disabilities | |||
| Using a Game to Teach a Design Process | | BIBAK | PDF | 117-118 | |
| Jared M. Spool; Carolyn Snyder; Don Ballman; Will Schroeder | |||
| The gap between theory and practice presents a perennial problem in teaching
good interface design. To bridge this gap, we have developed a game that
allows participants to prove to themselves how paper prototyping and usability
testing can be used to quickly and effectively iterate the design of a product
interface. It is an intense, fun, and thought-provoking experience.
Participants not only learn new skills, but also how to apply them as a team to
a complex problem under time and resource constraints. Keywords: Usability testing, Usability evaluation, Prototyping, Low-fidelity
prototyping, Process management, Product development, Practical techniques | |||
| Actors, Hairdos & Videotape -- Informance Design: Using Performance Techniques in Multi-Disciplinary, Observation Based Design | | BIBAK | PDF | 119-120 | |
| Colin Burns; Eric Dishman; William Verplank; Bud Lassiter | |||
| We have been developing a visualisation technique that we call Informance
Design. We render scenarios as plays and interactive environments. Designer
"actors" role-play as users with simple prototypes employed as "props". These
performances open up informed dialogues between designers and an audience, to
further explore the design issues raised. The use of performance techniques
such as improvisation can promote multi-disciplinary, collaborative design work
in ways that are as much visceral and experiential as intellectual and
reflective. Informances, like user testing, are enactive and evaluative.
Unlike user testing, they are intended to explore design ideas in ways that are
generative rather than analytic. Keywords: Collaborative design, Iterative design, Participatory design, User-centred
design, User interface design, User observations, Wizard of Oz, Role-play,
Scenarios, Storyboards, Rapid prototyping | |||
| Visual Layout Techniques in Multimedia Applications | | BIBAK | PDF | 121-122 | |
| Francois Bodart; Jean Vanderdonckt | |||
| The aim of this work is to explore and illustrate how techniques for visual
communication can serve for laying out interaction and interactive objects in
multimedia applications. These techniques have been extracted from visual
literacy in order to be adapted to the area of multimedia applications. These
applications are generally known and designed for their great feedback and
power of interaction between simple interaction objects (e.g. list boxes, radio
buttons, push buttons) and interactive objects (e.g. text, image, picture,
video motion). Thirty groups of techniques are introduced by defining their
opposites on a continuum. Combination of these techniques can provide a
particular multimedia layout style as encountered in visual arts. To prove
that such visual layout techniques are affordable, several examples are given,
compared and discussed. Keywords: Graphical arts, Interaction objects, Interactive objects, Layout frame,
Layout grid, Multimedia applications, Visual design, Visual techniques | |||
| Automatic Generation of a User Interface for Highly Interactive Business-Oriented Applications | | BIBAK | PDF | 123-124 | |
| Jean Vanderdonckt | |||
| The goal of this work is to prove that a designer can be able to generate as
systematically as possible a first sketch of the presentation for an
ergonomical user interface in the specific area of highly-interactive
business-oriented applications. It basically consists of three foundations:
(i) the corpus ergonomicus, a multi-purpose high-level styleguide; (ii) the
SEGUIA tool which is able to assist the designer in the selection and layout
tasks; (iii) the SIERRA tool which an on-line hypermedia documenting linguistic
ergonomic criteria and guidelines defined in the corpus ergonomics. This work
is integrated in the TRIDENT project which is a methodology and a supporting
environment for developing highly-interactive business-oriented applications. Keywords: Business-oriented applications, Computer-aided generation, Criteria,
Guidelines, Layout, Selection, Styleguide | |||
| Dual Task Model: An Evaluation Model for the Complex Operation | | BIBAK | PDF | 125-126 | |
| Masaaki Kurosu | |||
| An evaluation model for the dual task situation was developed. The model
estimates the total duration of the operation for any bench-mark task based on
the unit operations. Keywords: Operation model, Evaluation, Task analysis | |||
| An EPIC Model for a High-Performance HCI Task | | BIBAK | PDF | 127-128 | |
| Scott D. Wood; David E. Kieras; David E. Meyer | |||
| EPIC is an architecture for computational models of human information
processing that incorporates current results and theories from human
performance. It combines detailed processors for different modalities with a
production-system cognitive processor. An EPIC model was constructed for
telephone operator tasks based on one protocol and then was validated against
two other protocols for similar tasks. Total execution time and detailed
keystroke-level inter-event times were predicted with good accuracy. It should
be possible to construct such models on a routine basis to predict performance
of interface designs involving multiple modalities and time-critical tasks. Keywords: User models, Cognitive architecture, Performance prediction, Human
performance | |||
| Dilemma -- A Tool for Rapid Manual Translation | | BIBAK | PDF | 129-130 | |
| Jussi Karlgren; Hans Karlgren; Paul Pettersson; Magnus Nordstrom; Bengt Wahrolen | |||
| Dilemma is a tool built to aid human translators in achieving higher
productivity and better quality, by presenting lexical information which is
automatically extracted from previous translations. The design decisions have
been based on analyses of the human translation process. We present the ideas
behind the tool, and outline the functionality. The system described has been
used by professional translators with good results. Keywords: Natural language, Translation | |||
| Hierarchical Events in Graphical User Interfaces | | BIBAK | PDF | 131-132 | |
| David S. Kosbie | |||
| This poster describes part of the Ph.D. thesis work presented by the author
in the 1994 CHI Doctoral Consortium. There are many uses of history mechanisms
in modern graphical user interfaces, including Undo, Help, and Programming by
Demonstration. Virtually all research into history mechanisms, however,
presumes that the history is simply a linear sequence of unstructured events.
People, however use computers to perform richly-structured tasks. The basic
premise of this thesis is that including the task structure in the event
history will allow Undo, PBD, and other history mechanisms to operate more
correctly and in more situations. A second premise is that hierarchical event
histories can be presented to end users in an understandable and useful manner.
This poster describes Katie, an application environment which demonstrates the
viability of these premises. Keywords: Hierarchical events, Event history, Application interface, Undo, Programming
by demonstration | |||
| PVAT: Development of a Video Analysis Tool | | BIBAK | PDF | 133-134 | |
| Mihriban Whitmore; Tim McKay | |||
| The Posture Video Analysis Tool (PVAT) was developed to provide a structured
methodology for classifying microgravity working postures from video footage.
A user evaluation was conducted to identify interface issues and required
modifications to the software. Two raters were trained to use PVAT for
analysis of a Shuttle mission video. Preliminary results indicate that PVAT
was acceptable in terms of setup procedure, button labels and locations, and
screen layout. However, the raters experienced eyestrain and had to take
breaks every 15-25 minutes. As a follow-up, comprehensive usability testing of
PVAT will be conducted using a pre-analyzed video to evaluate the inter- and
intra-rater reliability. Keywords: Video analysis, User evaluations | |||
| InHouse: An Information Manipulation Environment for Monitoring Parallel Programs | | BIBAK | PDF | 135-136 | |
| Manfred Tscheligi; Sabine Musil | |||
| Information Manipulation Environments (IME) are user interfaces for non
standard application domains. They are visual, metaphor oriented, direct
manipulative and problem oriented. This new kind of user interface is
described and an example for one actual application of this concept is given.
The chosen application domain was that of parallel programming. InHouse
provides a user interface for user oriented monitoring of parallel system
behaviour. Making the complex concepts of parallel systems as easy as possible
for users not familiar with them is one of the main goals in the design of this
specific IME. Keywords: Non-standard interface, Metaphors, User interface design, Prototyping,
Non-WIMP paradigm, Parallel systems | |||
| The Design of Animated Signs as Help | | BIBAK | PDF | 137-138 | |
| C. Dormann | |||
| The theory of design might be more useful to graphical user interface design
and animation than traditional methods. The rhetoric perspective is applied to
the development of animated signs (i.e "icons"), specifically to animated help:
the function of the interface sign is shown by a short animation. Then, a few
principles of visual rhetorics are introduced such as metaphor,
personification, etc. It will be explained how these principles could provide
an attractive and enjoyable visual help system for a novice user. Keywords: User interface design, Help, Animation, Visual rhetorics | |||
| Examining Animated Algorithms: The Role of Problem Domain Experience and Problem Representation in Rule Development | | BIBAK | PDF | 139-140 | |
| Faison P. Gibson; F. Javier Lerch; Mark Fichman | |||
| One of the key activities in designing software is developing explicit rules
or theories about the problem domain. We investigated two factors expected to
influence rule development the designer's level of prior experience in the
problem domain and the designer's problem representation. Our experimental
results indicate that higher problem domain experience enhances subjects'
ability to effectively consider multiple problem domain constraints and
improves the likelihood of writing correct rules. Alternative problem
representations focused subjects' attention toward or away from tractable units
of analysis for writing rules. However, our problem representation
manipulation did not affect the success rate for writing correct rules. Keywords: Rule development, Domain experience, Problem representation, Software design | |||
| The Visual Browsing Tool for Astrophysical Data Management | | BIBAK | PDF | 141 | |
| Paul Pinkney; Alice Bertini | |||
| The Visual Browsing Tool (VBT) for Astrophysical Data Management is a
software tool that allows interaction and visual exploration of astrophysical
science mission databases containing heterogeneous data. The attributes
characterizing these data include text, tables, images, and spectra. Visual
browsing through a database allows graphical/textual representations of data in
their most natural appearance. Such data carry spatial, spectral and temporal
relations which are important for the scientists to collect and compare
disparate information. The objective of the VBT is to provide a tool for
visual exploration of and direct interaction with the content of astrophysical
databases. Keywords: Human-computer interaction, Graphical user interface, Scientific
visualization, Astrophysical data management, Multi-spectral data analysis,
Task-centered design, Structured query language, Client-server architecture | |||
| Visual Access to Hyper-Information: Using Multiple Metaphors with Graphic Affordances | | BIBAK | PDF | 142 | |
| Eviatar Shafrir; Jafar Nabkel | |||
| Finding answers in a maze of hyper-linked information is disorienting and
frustrating for computer users. Online help for workstation applications is
largely inaccessible, difficult to consume, and rarely used. Confronted by
these large volumes, users ask themselves "where am I?" and "is what I'm
looking for really here?" The poster presents an integrated product of
information design with graphic affordances that together ease user access and
exploration. Multiple recognizable metaphors visually couple hyperlinks with
topics, helping each user create a predictable cognitive map of the
information-space. The collaboration between learning products professionals
and visual designers, practicing visual thinking techniques was instrumental in
creating this integrated solution. Keywords: Hyper-information, Online help, Metaphor, Affordance, Icon, Visual design,
Visual language Note: Color plates on page 483 | |||
| Library Information Access Client | | BIBAK | PDF | 143-144 | |
| J. Ray Scott | |||
| The Library Information Access Client is a prototype client designed for the
library user. This client allows the user to explore large numbers of
information sources, issue queries to multiple information sources, and
retrieve the results. The client uses the Workscape scripting capabilities as
well as Workscape tools to provide the library patron with a complete
information management environment. Keywords: Information access, Search and retrieve, Library client | |||
| V: A Visual Query Language for a Multimodal Environment | | BIBAK | PDF | 145-146 | |
| Ivan Bretan; Robert Nilsson; Kent Saxin Hammarstrom | |||
| V is a two-dimensional, visual, direct manipulation query language designed
for use in a multimodal environment that includes a natural language processing
component. The language has the expressiveness of at least full first order
predicate logic, including some higher-order extensions that provide a
framework within the language itself for navigating and browsing the query
domain. The language focuses on the visualisation of the logic structure of
queries and is intended as a complement to natural language, providing
reification and persistence of discourse objects, together with support for
bidirectional paraphrasing and user controlled discourse management. Keywords: Visual language, Database query, Multimodal interfaces | |||
| Social Action Posters | | BIBA | PDF | 147 | |
| Pamela A. Burke; Michael J. Muller | |||
| At CHI'92, several hundred people joined a discussion of the events taking
place in Los Angeles CA US -- the police actions, the civic demonstrations, and
the insurrection in response to the first verdict in the Los Angeles Police -
Rodney King beating case. We exchanged our experiences in working for social
change. People spoke of their work in providing information access to
disadvantaged groups, designing electronic methods for improving the democratic
process, supporting community anti-bias commissions, implementing computer (and
non-computer) literacy outreach programs, and much more. Many of us were
sustained and renewed in our individual work. This meeting contributed to the
formation of the SIGCHI Special Interest Area on Social Action.
Through the social action posters program, we continue this exchange of information at CHI'94. In the Call for Participation, we encouraged people to submit work that focused on practical projects, solid achievements, and to communicate enough information so that others could develop similar or related projects of their own -- or could join an existing social action project. These criteria guided the review committee in its selection process. | |||
| Computer Science Olympiad: Community Project for Disadvantaged Schools | | BIBAK | PDF | 148 | |
| Donald Cook | |||
| The project that we established in 1990, has as its goal the introduction of
computer technology into black schools, has now run successfully for three
years. Our aim to teach a number of black pupils computer programming and
problem solving, is being realized. The sub goal; to have at least one
programmer among the finalists in the Computer Olympiad within three years, is
not within our reach at this stage. The disruptions at the schools has
severely impacted our efforts in the last two years. Keywords: Olympiad, Community project, Disadvantaged schools | |||
| The Boston Peace and Justice Hotline: A Phone-Based Community Bulletin Board | | BIBAK | PDF | 149-150 | |
| Paul Resnick | |||
| Touch-tone telephones are the most widely available, best-networked computer
terminals. Any civic networking project would do well to consider ways to
leverage this resource, since even people who have never used a computer have
access to touch-tone phones. I have conducted several tests of telephone
bulletin boards, of which the most successful has been an event calendar for
Boston area political activists. Keywords: Social impact, Community, Phone-based interface, Bulletin board | |||
| CAIS: A University-Based Social Action Project | | BIBA | PDF | 151-152 | |
| Dov Te'eni | |||
| By providing computer services to local not-for-profit organizations, the Cleveland Arts Information Systems project (CAIS) at Case Western Reserve University (CWRU) is a vehicle for combining social action with teaching and research. Through its work with three target groups (cultural organizations, religious organizations and neighborhood centers), CAIS utilizes the University's resources to assist not-for-profit organizations in identifying and satisfying their computer needs. Therefore, CAIS effectively unites the University's academic mission with its mission to provide service to the surrounding community. | |||
| Science-by-Mail | | BIBAK | PDF | 153-154 | |
| Ellen A. White; Marc E. Fusco | |||
| Science-by-Mail is a hands-on, experimental science activity program for
children in grades 4-9 that is designed to be engaging, educational, and fun!
Each participating child is matched with a volunteer pen-pal scientist who
provides encouragement and guidance. They receive three "challenge packets"
throughout the year containing information and materials related to an issue in
science or technology. Communication between students and scientists about the
packets forms the core of the interactions. A nationwide program developed by
the Museum of Science, Boston, Science-by-Mail currently involves about 25,000
children and 2,500 scientists. Keywords: Science-by-mail, Science, Children, Volunteer, Social action | |||
| Usability at Digital After 15 Years: Principles and Pitfalls | | BIBAK | PDF | 157-158 | |
| Elizabeth M. Comstock; Dennis R. Wixon | |||
| This overview describes the evolution of the Usability Expertise Center at
Digital Equipment Corporation. Keywords: Organizational overview, Usability methods | |||
| HCI Research in Paderborn, Germany | | BIBAK | PDF | 159-160 | |
| Gerd Szwillus | |||
| Research and development in Human-Computer Interaction in Paderborn is
housed within two corporations: the Computer Science Department of the
University of Paderborn and the CADLAB Institute, a joint R&D-Institute of the
University and the SIEMENS-NIXDORF INFORMATIONSSYSTEME AG (SNI). SNI has
evolved from the traditionally Paderborn based computer company NIXDORF AG, by
beckoning part of the SIEMENS trust. CADLAB is half funded from SNI and half
funded from the University. Its main goal is to provide an effective knowledge
and technology transfer between the two organizations. The University of
Paderborn has about 18000 students in a large number of mostly technically and
pedagogically oriented departments. Paderborn itself is a small city with
about 120000 inhabitants, and is situated right in the middle of the united
Germany. Keywords: 3-D-interaction, Visualization, Virtual reality, CSCW, Task analysis, Work
analysis, User interface specification, User interface evaluation, User
interface development tools, Graphical constraints, Pen-based interfaces | |||
| "But, How Much Does It Cost?": Selling User Interface Design | | BIBAK | PDF | 161-162 | |
| Ingrid K. Towey; James M., II Gill; Kurt W. Morehouse | |||
| Because Glaxo's purpose is to discover drugs and not to write software,
proponents of user interface design and user testing at our company have had to
sell the importance of HCI. This presentation outlines the strategies used to
convince our management that user interface design and user testing are
critical to the role of computing in the pharmaceutical industry. We also
discuss how we have learned to use interface design principles in our projects
and the approaches used to ensure that our work is cost-effective and
contributes to the drug-discovery process. Keywords: User interface design, User testing, Minimalist manual, Documentation, Task
analysis, Directed dialogs | |||
| An Overview of Interval Research Corporation | | BIBAK | PDF | 163-164 | |
| David E. Liddle; Meg Withgott; Debby Hindus | |||
| This short paper describes the background, philosophy, organization, staff,
and business model of Interval Research Corporation. Several of Interval's
research directions are briefly presented, including field ethnography, media
manipulation, immersive narratives, cultural play, and virtual communities. Keywords: Interaction research, Research organization, Business models | |||
| Research at The Center for HCI Design -- City University | | BIBA | PDF | 165-166 | |
| Alistair Sutcliffe | |||
| The Centre was formed in January 1991 as a focus of research excellence for
human computer interface design within City University. The Centre
concentrates on CHI-in-the-large, i.e. user centred design of complete
applications rather than CHI-in-the-small for detailed design of widgets or
small scale interactive artefacts. The principle theme is application of
theory from cognitive science to the design process by methodological studies
and research within the task artefact cycle tradition.
Research sub themes are requirements engineering for interactive systems, design methods for graphical user interfaces, including study of complex 3D visualisation, methods and models for assessing human error and failure within the context of system level dependability, and integration of HCI with software engineering methods. Four major projects illustrate this work, the first two conduct basic research into the requirements analysis phase of systems engineering while the latter projects investigate modelling visual human computer communication and development of intelligent user interfaces. | |||
| Communication and Cognitive Science Research in Linkoping | | BIBAK | PDF | 167-168 | |
| Yvonne Wærn; Sture Hagglund | |||
| The research reported is interdisciplinary with contributions from
psychology, artificial intelligence and linguistics.
Questions approached are: design of user interfaces natural language understanding and generation, and critiquing systems. Keywords: Critiquing systems, Interface design, Natural language, Wizard of Oz | |||
| CMI and Ventana Corporation | | BIBA | PDF | 169-170 | |
| Jay F., Jr. Nunamaker; Robert O. Briggs | |||
| The Center for the Management of Information (CMI) conducts research on designing, developing, and using electronic technology to make teams more productive. CMI conducts several streams of research: electronic meeting systems, process re-engineering, group interface, group memory, and multimedia support for distributed teams. | |||
| The COMIC Research Project on CSCW | | BIBA | PDF | 171-172 | |
| Tom Rodden; Liam Bannon; Kari Kuutti | |||
| This paper provides an overview of the COMIC (COmputer-based Mechanisms of Interaction in Cooperative work) project, an EC ESPRIT-funded Basic Research Project (No. 6225) on CSCW. The project aims to develop the theories and techniques necessary to support the development of future CSCW systems. The development of these systems needs to be informed by a range of disciplines that combine an understanding of the nature of co-operative work with the technology to support it within a real world setting. | |||
| The Ontario Telepresence Project | | BIBAK | PDF | 173-174 | |
| Ron Riesenbach | |||
| The Ontario Telepresence Project is an inter-disciplinary research effort
between academics and industry scientists studying sociological issues
associated with the deployment of advanced computer and video supported
cooperative work systems. The project's focus is on the integration and
packaging of existing computer, video and telecommunications systems and on the
development of methodologies for their successful deployment in arms-length
user sites. Keywords: Desk-top video, Media space, Inter-disciplinary research, User studies, CSCW | |||
| What HCI Designers Can Learn from Video Game Designers | | BIBAK | PDF | 177-178 | |
| Randy Pausch; Rich Gold; Tim Skelly; David Thiel | |||
| Computer users have tasks they need to perform, and are therefore motivated
to overcome poorly designed interfaces. With video games, there is no external
motivation for the task -- if the game's interface is not compelling and
entertaining, the product fails in the marketplace. Many aspects of game
design, such as an attractor mode to draw users toward the game, have direct
relevance to other domains, such as information kiosks. This panel will
consist of video game designers who will relate their design methodologies,
techniques, and other experiences which will help HCI designers create more
compelling, engaging, and effective interfaces.
The panel will consist of panelists' presentations followed by a large allocation of time for interaction with the audience's questions. The panelists' presentations will include demonstration examples drawn from coin-operated and computer-based games. Keywords: Video games, Design process, Direct manipulation, Input devices, Interface
design, Design methodology, Consumer acceptance | |||
| Diversified Parallel Design: Contrasting Design Approaches | | BIBAK | PDF | 179-180 | |
| Jakob Nielsen; Tony Fernandes; Annette Wagner; Richard Wolf; Kate Ehrlich | |||
| Three leading user interface designers were asked to design interfaces for a
given problem. Each designer was asked to optimize the design for certain
usage conditions, making this panel into a case study of diversified parallel
design. The panel will feature a lively discussion of the designers' various
approaches and solutions, including a discussion of their preliminary design
solutions and their design process. Furthermore, in preparation for the panel,
the designs have been made available to a usability specialist who will
critique them and point out possible usability problems inherent in the
designs. Keywords: Internationalization | |||
| Guilty or Not Guilty? Human Factors Structured Methods on Trial | | BIBA | PDF | 181-182 | |
| John Long; Simon Hakiel; Leela Damodoran; Bill Hefley; Kee Yong Lim | |||
| How well do structured human factors methods meet their requirements and so help solve the 'too-little-too-late' contribution of human factors to system design and development? This panel brings together industrial practitioners and academic researchers to put human factors structured methods on trial and to judge their fitness for purpose. Panelists share the same perspective, but their views differ within that perspective. When experts disagree, non-experts learn most. | |||
| Approaches to Managing Deviant Behavior in Virtual Communities | | BIBAK | PDF | 183-184 | |
| Amy Bruckman; Pavel Curtis; Cliff Figallo; Brenda Laurel | |||
| It is an unfortunate fact of life that where there are multi-user computer
systems, there will be antisocial behavior. On bulletin board systems (BBSs),
there are those who persist in being obscene, harassing, and libelous. In
virtual worlds such as MUDS, there are problems of theft, vandalism, and
virtual rape.
Behavior is "deviant" if it is not in accordance with community standards. How are such standards developed? Should standards be established by system administrators and accepted as a condition of participation, or should they be developed by community members? Once a particular person's behavior is deemed unacceptable, what steps should be taken? Should such steps be taken by individuals, such as "filters" or "kill" files on BBSs, and "gagging" or "ignoring" on MUDS? Or should the administrators take action, banning an individual from the system or censoring their postings? What is the appropriate balance between centralized and decentralized solutions? (Figure 1). Figure 1: Approaches to Deviant Behavior: Two Continuums Technological Social Decentralized gagging (MUDs) feedback kill files (BBSs) from peers Centralized banishment (MUDs) feedback from account suspension BBSs) administration Gags and filters are computational solutions to deviant behavior. Are there appropriate social solutions? How effective are approaches like feedback from peers, community forums, and heart-to-heart chats with sympathetic system administrators? Are different approaches effective with communities of different sizes? What is the appropriate balance between social and technological solutions? Keywords: Community, Standards, Behavior, Social versus technological approaches,
Virtual communities, MUDs, Bulletin board systems (BBSs) | |||
| Media Spaces and Their Application in K-12 and College Learning Communities | | BIBAK | PDF | 185-186 | |
| Louis Gomez; Rob Fish; Sara Bly; Yvonne Andres; Sergio Canetti; Barry Fishman; Joseph Polman | |||
| The CHI community has grappled with the design of media spaces in white
collar settings for the past several years [1,2]. This forum is intended to
challenge the assumptions made by that research in light of new settings
presented by schools. We explore the opportunities that exist in media space
research and design for K-12 and college learning communities. Keywords: Media spaces, Design, Collaborative learning, Education, Networking, Video | |||
| Interaction Paradigms for Human-Computer Cooperation in Design | | BIBAK | PDF | 187-188 | |
| Mark Friedell; Sandeep Kochhar; Joe Marks; Steve Sistare; Louis Weitzman | |||
| Computer-aided-design (CAD) systems are now used to design all kinds of
artifacts, from jet fighters to works of art. A major challenge in the design
of a CAD system itself is the user interface (UI). Developing the UI to a CAD
system raises myriad questions about input devices and techniques, display
devices and techniques, and the details of the dialogue that relates the two.
But these questions are ancillary to one central question: what is the
fundamental nature of the interaction between human and computer in the design
process supported by the CAD system? Is the design activity essentially
manual, with the computer playing the role of passive tool, like a pen or
paintbrush? Or is the computer augmenting the human designer by actively
restricting available design choices, or by playing the role of critic or
"improver"? Or maybe the interaction paradigm is one of "interactive
evolution," in which the computer is responsible for generating design
alternatives, with the human merely choosing among choices suggested by the
machine. Or perhaps the computer performs the design process completely
automatically, with a final acceptance check being the only human contribution?
The panelists will describe these different paradigms for human-computer
cooperation in a set of related CAD systems and prototypes and discuss the
conditions under which each paradigm might be most useful. Keywords: Cooperative design, Human-computer interaction, Interaction techniques,
Graphical user interfaces, Design automation, Design methodologies, Automated
design of graphical displays, Computer-aided design | |||
| Is HCI Education Getting a Passing Grade from Industry? | | BIBAK | PDF | HTML | 189-190 | |
| Gary Perlman; Arye R. Ephrath; Thomas T. Hewett; John Long; S. Joy Mountford; Jenny Preece | |||
| ACM SIGCHI is expending more and more effort on HCI education, funding a
variety of projects, including a curriculum report, an IFIP working group, and
a survey of programs. Is SIGCHI directing its resources wisely and
effectively? Who are the consumers of HCI education, and who are their
employers? What should be the direction of HCI education in the 90's?
Panelists from industry and academia will "face off" to debate what industry
wants, needs, and is getting from HCI education. Keywords: Computer and information science education, Curriculum, Project and people
management, Staffing, Training, Human factors, Management, Education | |||
| Designing for Diverse Users: Will Just a Better Interface Do? | | BIBAK | PDF | 191-192 | |
| Laura Leventhal; Barbee Teasley; Daryl Stone; Ann-Marie Lancaster; Aaron Marcus; Bonnie Nardi; Jakob Nielsen; Masaaki Kurosu; Rachelle Heller | |||
| An important challenge to user interface designers is meeting the needs of
users who differ in gender, culture, age, and/or abilities. At least two
strategies have emerged: to design different interfaces for each group or to
just design good interfaces. The panel will discuss approaches to and issues
related to accommodating diversity. Keywords: Diversity, Internationalization, Interface design | |||
| Debating the Media Space Design Space | | BIBAK | PDF | 193-194 | |
| Victoria Bellotti; Robert Fish; Robert Kraut; Paul Dourish; Bill Gaver; Annette Adler; Sara Bly; Marilyn Mantei; Gale Moore | |||
| Why do Audio Video (AV) communications infrastructures differ so widely in
sane of their key features? What factors led designers and researchers to
choose radically different solutions to the same design problems? This panel
brings together users, researchers and key designers to expose their rationale
and debate some of the issues which are currently being confronted in the
development of such technology. Keywords: Media spaces, Accessibility, Connections models, Communication, Privacy,
Social and technical perspectives, User participation, Iterative design, Design
rationale | |||
| Beyond Accuracy, Reliability, and Efficiency: Criteria for a Good Computer System | | BIBAK | PDF | 195 | |
| Batya Friedman; Nancy Leveson; Ben Shneiderman; Lucy Suchman; Terry Winograd | |||
| This panel invites the CHI community to examine the select set of criteria
that we typically use to judge the quality of systems-in-use in society. In
addition to accuracy, reliability, and efficiency, panelists draw on their
design and research experiences to offer a diversity of perspectives on what
makes a good computer system good. Discussion emphasizes safety, computing in
the service of human needs, the artful integration of computer systems into
their sites of use, and ethical considerations. Keywords: Computer system design, Information systems, Social implications of
computers, Standards | |||