| Introduction and Overview of Human-Computer Interaction | | BIBAK | PDF | 351-352 | |
| Keith A. Butler; Robert J. K. Jacob; Bonnie E. John | |||
| The objective of this special introductory seminar is to provide newcomers
to Human-Computer Interaction (HCI) with an introduction and overview of the
field. The material will begin with a brief history of the field, followed by
presentation and discussion of how good application development methods pull on
the interdisciplinary technologies of HCI. The topics will include the
psychology of human-computer interaction, psychologically-based design methods
and tools, user interface media and tools, and introduction to user interface
architecture. Keywords: Human-computer interaction, Usability engineering, Human performance
engineering, Cognitive modeling, Analysis methods, Interaction styles,
Interaction hardware, User interface software, User interface management
systems | |||
| Applying Visual Design: Trade Secrets for Elegant Interfaces | | BIBA | PDF | 353-354 | |
| Kevin E. Mullet; Darrell K. Sano | |||
| This tutorial describes a number of fundamental techniques applied routinely
in communication-oriented visual design. The orientation, process, training,
and culture of the visual design disciplines (graphic design, industrial
design, interior design, architecture) are essential components of effective
interface design. Unfortunately, few software developers or human factors
engineers receive any training in these disciplines. This tutorial describes
important design rules and techniques internalized by every visual designer
through coursework and studio experience. While mastery will indeed require
extended practice, the techniques we describe are not difficult to understand
and can be immediately applied to real-world problems.
We draw our background, training, and influence from the rational, functional, information oriented perspective of the Modernist design ethic. Because all graphical user interfaces are communication systems, we believe their design should reflect these same values. Our tutorial is organized not along the traditional subdisciplines of color, typography, or ideation, but along the problems of graphical interface design as experienced in commercial software development. We describe basic design principles (the what and why), common errors, and practical techniques (the how) for each of the six major areas outlined below. * Elegance and Simplicity * Scale, Contrast, and Proportion * Organization and Visual Structure * Module and Programme * Image and Representation * So What About Style? | |||
| Computer-Supported Cooperative Work and Groupware | | BIBAK | PDF | 355-356 | |
| Steven Poltrock; Jonathan Grudin | |||
| This course describes the origin and composition of work in CSCW and
groupware, then discusses eight significant behavioral and social (as
contrasted with technical) challenges to successful development. Recent
research prototypes and commercial products are covered, focusing on advances
in supporting communication, coordination, and collaboration. Finally, we
describe several approaches to addressing the behavioral and social obstacles.
Video illustrations of systems and issues are used throughout the tutorial. Keywords: Computer-mediated communication, Collaborative work, CSCW, Groupware,
Electronic mail, Computer-supported meetings, Desktop conferencing, Video
conferencing, Coordination, Workflow, Organizational design, Evaluation | |||
| Converting to Graphical User Interfaces: Design Guidelines for Success | | BIBAK | PDF | 357-358 | |
| Arlene F. Aucella | |||
| This tutorial reviews published research, guidelines and case studies on
ease-of-use for graphical user interfaces. Many text-based user interfaces are
being converted into graphical user interface platforms. This tutorial
emphasizes using graphical user interface components without undermining good
principles of design.
Course topics include windows, icons, menus, dialogue boxes and input devices. Usability aspects of commercial graphical interfaces such as Apple Macintosh, Microsoft Windows and OSF Motif are compared and evaluated. In addition, techniques for collecting user feedback and usability data are discussed. A multi-part class exercise gives participants skill in converting a non-graphical menu and forms-based user interface into a pull-down menu and dialogue box interface. Keywords: Graphical user interface design, Windows, Scroll bars, Icons, Dialogue
boxes, Pull-down menus, Input devices, Usability engineering | |||
| Seductive Interfaces: Satisfying a Mass Audience | | BIBAK | PDF | 359-360 | |
| Timothy C. Skelly; Karen Fries; Barry Linnett; Clifford Nass; Byron Reeves | |||
| There are two similar, but equally pressing issues currently facing
interface designers -- how to make increasingly complex applications usable and
how to design effective interfaces for a broad audience, such as might exist
for the coming wave of interactive consumer products. This tutorial questions
some assumptions behind current interface design and why conventional
interaction techniques are often unsatisfying to users, experienced as well as
novice. Also examined are some of the underlying social transactions that
occur between human and machine, like those that emerge when voice and moving
images are added to the interface. The psychology of media viewing is reviewed
for insights that may help bridge the gap between passive viewer and active
user. Keywords: Human-computer interfaces, User-centered design, Usability testing,
Anthropomorphism, Voice, Motion, Speech, Social psychology, Television,
Mass-market, Intrinsic motivation | |||
| The Conceptual Model in Graphical User Interface Design | | BIBAK | PDF | 361 | |
| Deborah J. Mayhew | |||
| This is a new, advanced level tutorial, intended for the designers and
developers of graphical user interface (GUI) applications (e.g., Windows,
Motif, Open Look, Macintosh). These GUI platforms, even along with their
associated style guides, do not alone ensure usable interfaces. The purpose of
this tutorial is to teach concrete principles for designing high quality,
consistent user interfaces with the capabilities of these platforms.
Principles offered go deeper than simple screen design, and address the design
of the underlying conceptual model of an interface. This includes making and
following rules for the use of widgets (e.g., radio buttons, list boxes, drop
down combo boxes) and rules for the use of window types (e.g., primary windows,
dialog boxes, message boxes) and window properties (e.g., modal vs. modeless,
resizable vs. non-resizable, movable vs. non-movable, scrollable vs.
non-scrollable). It also includes making a good selection of desktop objects
(that is, what will be presented as an icon at the desktop level), and good
design of the menu bar(s) and pulldowns. Two complete prototype GUIs, based on
MS Windows and built with Visual Basic, are used to illustrate and provide
examples of the design principles which are presented and discussed. Keywords: User interface design, GUI, Conceptual models, Interface components,
Windows, Widgets, User objects, Dialog styles, Organization of functionality,
Menu bar, Action bar | |||
| Methods for Early Usability Design | | BIBAK | PDF | 363-364 | |
| Stephanie Rosenbaum; Judith Ramey; Judee Humburg; Anne Seeley | |||
| This tutorial applies human factors research techniques to collecting
customer data early and "building usability into" the product definition and
design processes. User input contributes to designing the whole product,
including the user interface and documentation. After an overview of product
development models, we discuss appropriate research questions and methods for
the investigation, requirements definition, and early design phases.
Participants will have extensive hands-on practice in methods, including
designing a new product during the tutorial. Keywords: Design methodologies, Product life cycle, Product development cycle, User
data collection, Customer data collection, User-centered design, Usability,
Documentation usability, Documentation design, Functional specifications | |||
| Product Usability: Survival Techniques | | BIBAK | PDF | 365-366 | |
| Jared M. Spool; Carolyn Snyder | |||
| Product developers are typically faced with small budgets, tight schedules,
and over-committed resources. To deliver high-quality products under these
constraints, developers need an understanding of basic design principles,
techniques that allow them to work effectively with materials on hand, and a
development process that is built around the use of such techniques. This
tutorial explains how low-fidelity prototyping and usability testing can be
used in a process of iterative refinement in order to develop more usable
products. Keywords: Design principles, Usability testing, Usability evaluation, Prototyping,
Low-fidelity prototyping, Process management, Product development, Practical
techniques, Style guides | |||
| Methods of Perceptual and Cognitive Research Applied to Interface Design and Testing | | BIBAK | PDF | 367-368 | |
| Douglas J. Gillan; Nancy J. Cooke | |||
| This tutorial is organized in six modules -- visual psychophysics and
perception, motor control, memory, problem-solving, reading, and multivariate
methods, such as, Pathfinder, multidimensional scaling, and cluster analysis.
Each module contains background to help understand the method (an historical
introduction to the development of the method and the problems to which
researchers originally applied it and a description of one or two famous
experiments featuring the method), a description telling how to perform the
method, including demonstrations. The description and demonstration will focus
on applying the method to user testing. Following the description and
demonstration, for selected methods, the class will participate in a practice
exercise in which real data will be collected (using class members as test
subjects) and analyzed during the session. Keywords: User testing, Cognition, Perception | |||
| Groupware for Realtime Collaboration | | BIBAK | PDF | 369-370 | |
| Ralph D. Hill; Tom Brinck | |||
| Realtime interaction among synchronous groupware users raises issues of how
the users coordinate their actions, how they share information, and how the
system architecture supports this human-human interaction. We illustrate and
explore these issues with:
* an overview of different types of synchronous groupware applications,
* a taxonomy of design issues, with case studies demonstrating alternative
choices, and * a discussion of the implications of architectural choices on these design alternatives. We reinforce these lessons with a high-level design exercise that encourages the application of our approach to decomposing the design of synchronous groupware. Keywords: CSCW, Synchronous groupware, User interface design, User interface
implementation, Group work, Group decision support systems, Electronic meeting
rooms | |||
| GOMS Modeling of User Interfaces using NGOMSL | | BIBAK | PDF | 371-372 | |
| David E. Kieras | |||
| This tutorial will present the NGOMSL methodology for constructing and using
GOMS models for use in analytical user interface design evaluation. The first
half-day will present the basic concepts of GOMS models, the NGOMSL notation, a
procedure of conducting the analysis, and obtaining and using usability
predictions. The second half-day will be a lab session in which with the help
of the instructor, participants will construct and make use of a GOMS model for
a suitable subset of a user interface design. Keywords: User models, Cognitive models, Interface design, Guidelines | |||
| Global Interface Design | | BIBAK | PDF | 373-374 | |
| Tony Fernandes | |||
| Computer software products have become a world-wide commodity. Yet
sometimes, little thought is given to how these products should be translated
for use in other nations. This is true both in terms of language and culture.
This tutorial looks at how this issue might be addressed in a user interface
design through language, interaction, visual esthetics, and an understanding of
how cultures differ around the world. Keywords: International, User interface design, Diversity, Culture; Internationalization, Globalization, Software Localization | |||
| Networking for Collaboration: Video Telephony and Media Conferencing | | BIBAK | PDF | 375-376 | |
| Robert S. Fish; Robert E. Kraut | |||
| This tutorial provides a grounding in the fundamentals of video/audio/shared
computer application conferencing systems that bring users at a distance into a
common media space. It attempts to provide an understanding of both the
technologies employed in these systems as well as what is known about their use
and utility. An introduction to the concepts and terminology of video, audio,
digital compression, transmission networks, and station equipment is provided.
What people like and dislike about these systems, and the avenues that are
being explored to overcome their shortcomings are discussed. In addition,
there is a discussion of how these networks fit within an organizational
context and what we know about what occurs in organizations when they are
introduced. Keywords: Human factors, Computer conferencing and teleconferencing, Multimedia
information systems-video, Evaluation/methodology, Synchronous interaction,
Collaboration, Groupware, Informal communication, Videophone,
Telecommunications networks, ISDN, Digital video compression, Digital audio
compression, Hands-free audio, Echo cancellation and suppression, Shared
computer applications, Critical mass, Privacy, Media richness | |||
| Introduction to User Interface Systems for HCI Developers and Researchers | | BIBAK | PDF | 377-378 | |
| Wilfred J. Hansen | |||
| User interface systems (UIS) combine essential applications for compound
documents with a toolkit for building new applications that inter-operate with
the others. The essential applications -- word processing, drawing editor,
spread sheet, equation editor, image editor, electronic mail management, and so
on -- all support embedding of objects to create compound documents and can
themselves all be embedded as objects in compound documents. When building new
applications, the user draws the screen image with the drawing editor and
selects components from among the applications or the objects in the toolkit.
The earliest and most complete system at this time is the Andrew User Interface
System, which will be used for examples during the tutorial.
User Interface Systems challenge HCI workers to develop interface conventions that stretch harmoniously across the wide spectrum of applications. However, these same systems aid HCI work by simplifying construction of experimental interfaces and providing tools for evaluation of user behavior across multiple diverse applications. Keywords: User interface system, Compound documents, Word processing, Electronic mail,
Graphical user interface toolkit, Application builders, User interface
management system, Text editing, Andrew user interface system, AUIS, Andrew
toolkit, ATK, Evaluation of user behavior, Standards for interactive
interfaces, Object linking and embedding, OLE | |||
| Using Metaphor Effectively in User Interface Design | | BIBAK | PDF | 379-380 | |
| Adam N. Marx | |||
| What exactly is metaphor, and why is it considered so important in designing
a good human-computer interface? This tutorial begins with an overview of the
nature of metaphor, from its humble beginnings as a literary device to its
current status as a fundamental aspect of human intelligence. Next, we look at
why metaphor is considered an important facet of user interface design, and how
it assists users in learning and operating a computer system. Finally, we
demonstrate techniques for picking appropriate metaphors for given task
domains, ensuring that those metaphors are used as effectively as possible in
the interface, and indicating when it is advantageous to violate our own
interface metaphors. Keywords: Metaphor, Analogy, Human-computer interface design, Mental models,
Conceptual models, Design methodologies | |||
| Americans with Disabilities Act (ADA): Human Computer Interaction for Persons with Disabilities | | BIBAK | PDF | 381-382 | |
| Jon Gunderson | |||
| The American with Disabilities Act (ADA) of 1990 requires employers to
provide "reasonable accommodation" to workers with disabilities. One of the
most important areas for reasonable accommodation is access to general purpose
and specialized computer systems used in workplaces and educational
institutions. Providing the means for people with disabilities to access
computer systems is often described as "electronic curb cuts and ramps" [1].
Curb cuts and ramps have become a standard for people in wheelchairs to gain
independent access to city streets and public buildings. This tutorial will
discuss the types, availability and steepness of electronic curb cuts and ramps
for physical, sensory and cognitive disabilities. Keywords: Disabilities, Handicap, Visual impairment, Blindness, Deaf, Hearing
impairment, Physical impairment, Human computer interaction, Usability,
Performance | |||
| Integrative Multimedia Design | | BIBAK | PDF | 383-384 | |
| Linn Marks; Ben Davis | |||
| Integrative multimedia design [1] focuses on designing the media and the
interface so that they will enhance one another. It provides an alternative to
current conceptions of software design such as iterative design and concurrent
design which are, in large part, artifacts of software design and development
in non-multimedia contexts. A framework that can facilitate integrative
multimedia design involves focusing on the media segments as the user will
experience them in the context of the application: specifically, their visual
appearance, temporal and spatial dimensions, perspective, and discourse
structure. Keywords: Integrative design, Design process, Multimedia, Media, User interface | |||
| Minimizing Organizational Risks of Technological Change | | BIBAK | PDF | 385-386 | |
| Susan M. Dray | |||
| The focus of this tutorial is the organizational factors which need to be
considered in the design and implementation of technology. There are a number
of common stumbling blocks which make technology less likely to succeed in an
organizational setting. This tutorial focuses on how to identify and avoid
these stumbling blocks, with an emphasis on practical steps for the designer to
take. Keywords: Organizational factors, Risks, Technology change | |||
| Interface Issues and Interaction Strategies for Information Retrieval Systems | | BIBAK | PDF | 387-388 | |
| Scott Henninger; Nick Belkin | |||
| The need for effective information retrieval systems becomes increasingly
important as computer-based information repositories grow larger and more
diverse. In this tutorial, we will present the key issues involved in the use
and design of effective interfaces to information retrieval systems. The
process of satisfying information needs is analyzed as a problem solving
activity in which users learn and refine their needs as they interact with a
repository. Current systems are analyzed in terms of key interface and
interaction techniques such as querying, browsing, and relevance feedback. We
will discuss the impact of information seeking strategies on the search process
and what is needed to more effectively support the search process. Retrieval
system evaluation techniques will be discussed in terms of their implications
for users. We close by outlining some user-centered design strategies for
retrieval systems. Keywords: Information retrieval, User interfaces, Databases, Information systems,
Interaction strategies | |||
| Model-Based Interface Development | | BIBAK | PDF | 389-390 | |
| Angel Puerta; Pedro Szekely | |||
| Model-based interface development is a new paradigm for developing
interfaces that offers solutions to the main shortcomings of current tools.
This paradigm is based on constructing a declarative description of how an
interface should look and behave (model), and using the description to control
the execution of an interface. This paper briefly summarizes the main
shortcomings of interface development tools used today, discusses the main
elements of the model-based approach, and closes with a discussion of the state
of the art and the challenges that lie ahead. Keywords: Model-based interface development, UIMS, User interface toolkits,
Intelligent interfaces | |||
| The Creative Mind and HCI: Innovation Not Duplication! | | BIBAK | PDF | 391-392 | |
| Phillip B. Shoemaker; Liam Friedland | |||
| Many professionals are unfamiliar or uncomfortable with the non-linear
process of lateral thinking/brainstorming. This tutorial will introduce
concepts and processes used by designers for lateral thinking/brainstorming to
professionals unfamiliar with these techniques and methodologies. Demonstrate
the value of lateral thinking by providing example design cases. Provide an
environment in which to try out the techniques through directed exercises in
problem solving. Keywords: Brainstorming, Development, Scenarios, Idea generation, Role-play,
Developers, User interface design, Innovation | |||
| Presenting Information Visually: Visual Design Principles | | BIBAK | PDF | 393-394 | |
| Suzanne Watzman | |||
| Today's world is truly a richly visual one, with the advent of highly
sophisticated technology, methods and medium to publish... anything, anywhere,
at any time. The new tools are available very democratically to vast new
audiences. They provide not only an ability to publish but the ability to
affect the "packaging" and the presentation of the information. The idea of
publishing is familiar, yet the impact of how the messages are presented goes
well beyond the initial decisions of font or color or medium. To use the full
potential of the medium and its tools, one must understand the impact visual
design plays in the effective communication of ideas and information.
To understand the role of visual design plays for effective communication of ideas and information, one must gain an understanding of both the visual principles and how they work in the context of real-world problems and solutions. Principles and concepts include: graphic and information design, interaction design, typography, visual hierarchy, icons, graphics, illustrations, metaphor, color. In addition, successful solutions include not only the appropriate application of these principles, but a collaborative development process that supports all members of the product design team (visual interaction designers, engineers, managers, HCI specialists, writers, industrial designers, marketing, etc.). Keywords: Graphic design, Information design, Visual interaction design, Typography,
Information hierarchy, Icons, Graphics, Illustration, Metaphor, Color, Visual
interface, User advocate, Consistency, Screen design, Design development
process, Visual language, Visual literacy, Visual mapping | |||
| GOMS Analysis for Parallel Activities | | BIBAK | PDF | 395-396 | |
| Bonnie E. John; Wayne D. Gray | |||
| GOMS is a family of techniques for analyzing human performance in terms of
the Goals, Operators, Methods and Selection rules necessary to perform a task.
Traditionally, GOMS has approximated human performance as perceptual,
cognitive, and motor activities performed sequentially. However, many tasks
require users to perform activities in parallel, e.g., visually searching for
information, while listening to a customer, while typing. This tutorial will
teach a version of GOMS, CPM-GOMS, that predicts performance on such tasks and
saved an industrial organization millions of dollars through the evaluation of
alternative system designs. Keywords: GOMS, User models, Cognitive models, Analytic methods | |||
| Film Craft in User Interface Design | | BIBA | PDF | 397 | |
| Chuck Clanton; Emilie Young | |||
| This tutorial demonstrates how to apply animation and film craft to user
interface design. The instructors present the general principles of film craft
with particular attention to the practical details that have proven relevant to
their user interface designs. Then, these principles are applied to user
interface design problems.
Why should the entertainment industry be looked to, for ideas about user interface design? With mere shadows seen through a narrow window, filmmakers engage us in a world of their making without disturbing our awareness by its technical apparatus. They are masters at using pictures and sounds to communicate, entertain, evoke feelings, and manipulate our sense of space and time. Ninety years of filmmaking and animation have created a rich store of knowledge barely tapped by current computer-human interfaces. Paradoxically, multimedia on graphical workstations whets our appetite for knowledge from a craft that can contribute significantly to the user interface design even of character-based displays. | |||
| Implementing Virtual Reality | | BIBAK | PDF | 399-400 | |
| Randy Pausch; Andries van Dam; Steve Bryson; Warren Robinett | |||
| While virtual reality systems seem to hold great promise for facilitating
the use of computers, actual virtual reality development is fraught with
difficulties. These difficulties include limited hardware, uncertain interface
paradigms and the integration of various components and concepts into a
high-performance system. This course addresses these and other difficulties.
We begin with an introduction to the virtual reality field, both in reference
to computer graphics and in terms of the current state of the art. Interface
hardware will be surveyed, emphasizing the performance limitations of current
products. The human factors impact of the limited interface devices will be
discussed on both a theoretical and phenomenological level. After setting this
background, the external design of a virtual environment will be discussed from
the point of view of how that environment is experienced by the user. The
objects that populate a virtual environment will be discussed both in the
abstract and through examples. The implications of the interactive user
interface on system performance will be a primary focus. The actual
implementation of the virtual environment will be addressed, discussing both
the software platform and the overall system. The course will end with a
discussion of virtual reality development on a budget and lessons learned about
how to get a virtual reality project going from start to a useful application. Keywords: Virtual reality, Computer graphics, Human factors, Immersive environments,
Software development environments | |||
| Managing the Design of the User Interface | | BIBAK | PDF | 401-402 | |
| Deborah J. Mayhew | |||
| The purpose of this tutorial is to provide an overview of practical methods
and techniques for managing the process of designing good user interfaces. The
tutorial is organized around a traditional project life cycle, and presents
human factors methods which can be applied at different points in the
development process. Methods and techniques presented include not only
information gathering, design and evaluation techniques, but also
organizational and managerial strategies. Keywords: System design, Implementation and use, Analysis methods, Managing human
factors in system development, Cost-benefit analysis, Organization of human
factors | |||
| Designing Educational Computer Environments for Children | | BIBAK | PDF | 403-404 | |
| Allison Druin; Cynthia Solomon | |||
| This full-day, introductory tutorial will contain lectures and a hands-on
design session, for educators and other professionals who are, or would like to
be, actively engaged in designing multimedia environments for children.
Participants will explore the special challenges and global implications of
designing educational computer environments for children. Participants will
begin this full-day tutorial with an introduction to past, present, and
emerging technologies for children. This will be followed by a hands-on design
session where elementary school children will join participants in designing
and prototyping a new educational computer environment. Participants will
leave this tutorial with a historical perspective on what has been done in this
field, as well as actual design experience. Keywords: Children, Educational theories, Design process, Prototyping, Historical
perspective, Interactive textbook | |||
| Enabling Technology for Users with Special Needs | | BIBAK | PDF | 405-406 | |
| Alan Edwards; Alistair D. N. Edwards; Elizabeth D. Mynatt | |||
| The field of human-computer interface design profits from understanding
potential users and exploring difficult design problems. Addressing the design
of enabling technology for users with special needs offers both those
advantages. Adapting computer interfaces for access and use by people with
various physical and cognitive impairments exposes many basic human-computer
interface design issues. Likewise, these efforts will result in computer
interfaces which are more attractive and usable by all. Keywords: Disability, Human-computer interaction, Rehabilitation engineering, Users
with special needs | |||
| Practical Usability Evaluation | | BIBAK | PDF | 407-408 | |
| Gary Perlman | |||
| Practical Usability Evaluation is an introduction to cost-effective,
low-skill, low-investment methods of usability assessment. The methods include
(1) Observational Skills and Video (including user testing with think-aloud
protocols), (2) Program Instrumentation, and (3) Questionnaires and Checklists
(including interviews and heuristic evaluation). The tutorial features many
step-by-step procedures to aid in evaluation plan design. Keywords: User interface, Evaluation/methodology, Software engineering, Tools and
techniques, User interfaces, Information systems, User/machine systems, Human
factors, Benchmark tasks, Sampling issues, Cost-benefit, Observation, Video
protocols, Think-aloud, Program instrumentation, Inspection methods,
Checklists, Questionnaires, User interface evaluation, Usability | |||
| Contextual Inquiry: Grounding Your Design in User's Work | | BIBAK | PDF | 409-410 | |
| Mary Elizabeth Raven; Dennis Wixon | |||
| Contextual Inquiry is a synthesis of ethnographic field research, and
participatory design [8] methods that provide designers with grounded and
detailed knowledge of user work as a basis for their design. The tutorial
provides an understanding of the fundamental principles behind Contextual
Inquiry and practical experiences with methods for data gathering and data
analysis. Keywords: Contextual inquiry, Participatory design, Ethnographic methods, Qualitative
research | |||
| Participatory Design Through Games and Other Group Exercises | | BIBAK | PDF | 411-412 | |
| Michael J. Muller; Daniel M. Wildman; Ellen A. White | |||
| The tutorial is intended to teach selected methods in participatory design
through applied, hands-on exercises, with lecture material used to introduce
and supplement the exercises. A single domain will be used to unify the
contents of the exercises. The conception of games will be used to unify the
analysis and presentation of group design exercises. Keywords: Participatory design, Collaborative design, User centered design, Group
design, User interface design, Human factors, Task analysis, Games, Theatre | |||
| Usability Inspection Methods | | BIBAK | PDF | 413-414 | |
| Jakob Nielsen | |||
| Usability inspection is the generic name for a set of cost-effective ways of
evaluating user interfaces to find usability problems. They are fairly
informal methods and easy to use. Keywords: Usability engineering, Heuristic evaluation, Cognitive walkthroughs,
Pluralistic walkthroughs, Feature inspection, Consistency inspection, Standards
inspection | |||
| User Modeling and User-Adapted Interaction | | BIBAK | PDF | 415-416 | |
| Alfred Kobsa | |||
| User modeling has made considerable progress during its existence now of
more than a decade. Particularly in the last few years, the need has been
recognized in many application areas for software systems to automatically
adapt to their current users. As a result, research on user modeling has
extended into many disciplines which are concerned with the development of
interactive computer systems that are used by heterogeneous user populations.
These fields include Intelligent Interfaces, Active and Passive Help Systems,
Guidance Systems, Hypertext Systems, Intelligent Information Retrieval,
Natural-Language Systems, Intelligent Tutoring Systems, and Cooperative Expert
Systems. Applications in office machines, consumer electronics and automobiles
are also being envisioned. Several recent empirical evaluations provide
support for the usefulness of user-adaptation in the investigated application
domains. Keywords: User adaptation, User modeling, Adaptive interactive software systems | |||
| Breaking the Chains: How to Design Non-Standard Interaction Environments | | BIBAK | PDF | 417-418 | |
| Manfred Tscheligi; Sabine Musil | |||
| This tutorial is intended to give attendees an insight into how to face the
challenges of designing non-standard interaction environments. Underlined with
a lot of examples, the basic characteristics of such an interaction environment
will be explained and a video of an actually implemented system will round the
picture off. Basics of metaphor theory will help in explaining the step on how
to transport a given problem domain into a suitable representation. After
solving a problem on their own, attendees will be presented some tools apart
from paper and pencil, that assist in the step of getting the idea for a
representation into a visual form that can be discussed and shared with other
designers. The advantages and disadvantages of the various tools will be
discussed and some examples will be given. Keywords: Non-standard user interface, User interface design, Metaphor, Prototyping | |||
| Interactive Learning Environments: Where They've Come From & Where They're Going | | BIBAK | PDF | 419-420 | |
| Elliot Soloway; Kate Bielaczyc | |||
| A historical survey of the various teaching and training technologies will
be given. The architectures of computer-assisted instruction (CAI) systems,
simulations, intelligent tutoring systems (ITS), microworlds, and interactive
learning environments (ILE) will be described. The influence of research in
human-computer interaction, education, and cognitive science on teaching and
training technologies will be discussed. In addition, the types of learning
outcomes and design issues associated with the various technologies will be
summarized. Emphasis will be placed on how the 90's computing infrastructure
(e.g., high-MIP/GIP computation, high-bandwidth networks) will impact teaching
and training and the design of instructional technology, e.g., what is the role
of multimedia, computer-aided design systems, ubiquitous access to information,
the home information appliance, in learning? Case studies from a wide variety
of real instructional systems will be used to illustrate the main points in the
tutorial. Keywords: Teaching & learning, Technology | |||
| User Interface Tools | | BIBAK | PDF | 421-422 | |
| Brad A. Myers; Dan R., Jr. Olsen | |||
| A user interface tool is any software that helps user interface designers or
programmers design, implement and test user interfaces and user interface
software. Whereas five years ago, user interface tools were primarily research
projects, today there are literally hundreds of successful commercial user
interface tools. In addition, research into new techniques and tools is
extremely active, with one or two sessions at each CHI conference, and an
entire separate conference (UIST) devoted to this topic every year. This
tutorial provides an overview of both the commercial and research segments of
this area. Keywords: User interface software, Toolkits, Interface builders, Prototypers, User
interface management systems, User interface development environments | |||
| Intelligent Multimedia Interfaces | | BIBAK | PDF | 423-424 | |
| Mark T. Maybury | |||
| Multimedia communication is ubiquitous in daily life. When we converse with
one another, we utilize a wide array of media to interact, including spoken
language, gestures, and drawings. We exploit multiple sensory systems or
modalities of communication including vision, audition, and taction. Although
humans have a natural facility for managing and exploiting multiple input and
output media, computers do not. Consequently, providing machines with the
ability to interpret multimedia input and generate coordinated multimedia
output would be a valuable facility for a number of key application such as
information retrieval and analysis, training, and decision support. This
tutorial focuses specifically on those intelligent interfaces that exploit
multiple media and modes to facilitate human-computer communication. Keywords: Intelligent interfaces, Multimedia and multimodal interfaces, Multimedia
parsing and generation, Interaction technology and techniques, Interface
components and designs | |||
| Graphical Constraints | | BIBAK | PDF | 425-426 | |
| Gerd Szwillus | |||
| This tutorial shows the power and relevance of graphical constraints as
major concept for the implementation and specification of highly-interactive,
graphical user interfaces. This covers implicit and explicit use, definition,
solution algorithms, and conceptual issues. The tutorial enables participants
to learn about the techniques involved and introduce them into their work of
designing and implementing user interfaces. Keywords: Graphical constraints, Constraints, Constraint programming languages, User
interface specification, User interface development tools, Editing, Drawing,
CAD-systems, Graphics | |||
| Computer Supported Meeting Rooms | | BIBAK | PDF | 427 | |
| Lisa Neal | |||
| This tutorial presents an overview of computer supported meeting rooms,
covering what exists both commercially and in research groups. Keywords: Computer supported meeting rooms, CSCW, Groupware, Brainstorming, Voting,
Organizational impact | |||
| Evaluating User Interface Tools | | BIBAK | PDF | 429-430 | |
| Rick Kazman; Len Bass | |||
| The evaluation and selection of user interface tools is a continuing problem
for builders of interactive systems. Tool evaluations found in the literature
tend to concentrate on features, without any consideration of the types of
interfaces to be constructed or the life cycle of the systems within which
these user interfaces operate. In this tutorial, we present a methodology for
the evaluation of user interface tools that is based on a knowledge of the
types of interfaces being built and the life cycle expectations. The
methodology uses two techniques for gaining this understanding of usage
characteristics: benchmarking and software architectural analysis.
Benchmarking is a technique widely used in the evaluation of other types of tools but rarely used in the user interface world. Software architectural analysis is a newly developed technique for the comparison of systems. It involves a discussion of the various elements of software architecture -- structure, functionality and allocation -- and uses these notions to analyze user interface software architecture. We demonstrate the methodology through example evaluations of several well-known tools such as Interviews, Tcl/Tk, Interface Architect, TAE+ and so forth. We also evaluate models of user interface software: "monolithic", Seeheim and PAC. Keywords: Tools and techniques, Software architecture | |||
| Visual Information Seeking using the FilmFinder | | BIBAK | PDF | 433 | |
| Christopher Ahlberg; Ben Shneiderman | |||
| The FilmFinder allow users to explore a large film database. By applying
the dynamic queries approach to filtering information, a continuous starfield
display of the films, and tight coupling among the components of the display,
the FilmFinder environment encourages incremental and exploratory search. Keywords: Information retrieval, Dynamic queries, Video-on-demand Note: Color plates on page 484 | |||
| The Attribute Explorer | | BIBAK | PDF | 435-436 | |
| Lisa Tweedie; Bob Spence; David Williams; Ravinder Bhogal | |||
| "The Attribute Explorer" video demonstrates a graphical interactive tool for
visualising the relationships within multi-attribute data sets. Rather than
using 2- or 3-dimensional multiple views of the data, each attribute is mapped
to a single dimensional representation (interactive histogram). Sections of an
attribute's histogram can be selected by a variety of means: once selected, the
items are represented on each of the other attribute histograms as colour coded
distributions. Trends in the data and interesting sub-populations can be
examined and explored further. Full implementation and evaluation of the tool
is planned. Keywords: Information visualization, Interactive graphics | |||
| Typographic Space | | BIBAK | PDF | 437-438 | |
| David Small; Suguru Ishizaki; Muriel Cooper | |||
| This video presents Typographic Space, the system that explores the use of
typography in interactive three-dimensional presentations. Previous studies
have shown that three-dimensional presentation is effective in visualizing
large and complex information space, which is increasingly available to
ordinary workspaces. However, issues in typographic design have not yet been
explored in this field although typography have been effectively used as a
means of visually clarifying information in traditional two-dimensional graphic
design. We have implemented an experimental software tool that helps us to
investigate the use of interactive three-dimensional stereo graphics as a
medium for typographic communication. This study raises design issues that are
unique to three-dimensional presentation. Keywords: Typography, Information graphics, Visualization, Graphic design | |||
| Dynamaps: Dynamic Queries on a Health Statistics Atlas | | BIBAK | PDF | 439-440 | |
| Catherine Plaisant; Vinit Jain | |||
| Dynamic queries are user-controlled animated displays of visual or textual
data. On an application developed for the National Center for Health
Statistics and running on their ordinary staff equipment, a thematic map of the
United States is animated by moving a time slider to illustrate trends of
mortality rates. Other sliders filter parts of the maps interactively
according to parameters such as demographics. During the filtering possible
correlations can be observed as they create color patterns in the
"disappearance" of the states. This application has been received with
enthusiasm by the user community and will be distributed with selected new
datasets. Keywords: Animation, Map, Statistics, Graphic, Query, Correlations, Atlas, Time trend,
Health | |||
| Hierarchical Visualization with Treemaps: Making Sense of Pro Basketball Data | | BIBAK | PDF | 441-442 | |
| David Turo | |||
| Treemaps support visualization of large hierarchical information spaces.
The treemap generation algorithm is straightforward and application prototypes
have only minimal hardware requirements. Given primary graphical encodings of
area, color and enclosure, treemaps are best suited for the tasks of outlier
detection, cause-effect analysis and location of specific nodes -- satisfying
user-specified criteria -- in their hierarchical context. Distortion effects
extend treemap capabilities by emphasizing node relationships in the diagram. Keywords: Visualization, Statistics, Hierarchy, Treemap | |||
| SCREAM: Screen-Based Navigation in Voice Messages | | BIBAK | PDF | 443-444 | |
| H. W. Lie; P. E. Dybvik; J. Rygh | |||
| The bitmapped color screens commonly found on desktops provide a powerful
visualization medium. The telephone, another common desktop apparatus, is on
the other hand not very visual. New services offered through the phone system
can benefit from using the visualization power of the computer display. The
SCREAM project creates a visual environment for navigating the data space of
voice messages. Incoming voice messages are analyzed, certain caller
characteristics are extracted (e.g. gender), and the system renders and
displays images that each represent a message. By looking at the screen, the
user instantly gets an overview of incoming messages, and messages can be
played back by selecting the corresponding image. Keywords: Interface design, Voice mail, Visual navigation, Computer display,
Computer-aided telephony | |||
| Toolglass and Magic Lenses: The See-Through Interface | | BIBAK | PDF | 445-446 | |
| Eric A. Bier; Maureen C. Stone; Ken Pier; Ken Fishkin; Thomas Baudel; Matt Conway; William Buxton; Tony DeRose | |||
| In current interfaces, users select objects, apply operations, and change
viewing parameters in distinct steps that require switching attention among
several screen areas. Our See-Through Interface system addresses this problem
by locating tools on a transparent sheet that can be moved over applications
with one hand using a trackball, while the other hand controls a mouse cursor.
The user clicks through a tool onto application objects, simultaneously
selecting an operation and an operand. Tools may include graphical filters,
called Magic Lens filters, that display a customized view of application
objects. Compared to traditional interactors, these tools save steps, require
no permanent screen space, reduce temporal modes, and apply to multiple
applications. In addition, magic lens filters provide rich context-dependent
feedback and the ability to view details and context simultaneously. These
tools and filters can be combined by overlapping to form operation and viewing
macros. Keywords: User interface, Multi-hand, Click-through, Lens, Viewing filter, Button,
Menu, Control panel, Transparent, Macro | |||
| Interactive Video Actors | | BIBAK | PDF | 447-448 | |
| Christian Breiteneder; Simon Gibbs | |||
| This video demonstrates the use of traditional video processing techniques,
such as chroma-keying and layering, to integrate video with the user interface.
Currently these forms of video processing are usually performed with studio
equipment, however as computer support for digital video becomes more common,
video processing is also appearing on the desktop. Keywords: Digital video, Video widgets, Video layering, Non-linear video | |||
| Speech Dialogue with Facial Displays | | BIBAK | PDF | 449-450 | |
| Akikazu Takeuchi; Katashi Nagao | |||
| The human face is an independent communication channel that conveys
emotional and conversational signals encoded as facial displays. We are
attempting to introduce facial displays into multimodal human computer
interaction as a new modality to make computer more communicative and social.
As a first step, we developed a multimodal human computer interaction system
integrating speech dialogue and facial animation. The video gives an overview
of the major research topics involved in this project. They are to understand
and manage speech dialogue, to design and animate communicative facial
displays, and to combine multiple modalities, that is, speech and facial
displays. Keywords: User interface design, Multimodal interfaces, Facial expression,
Conversational interfaces, Anthropomorphism | |||
| The Chameleon: Spatially Aware Palmtop Computers | | BIBAK | PDF | 451-452 | |
| George W. Fitzmaurice; William Buxton | |||
| Using rapid prototyping techniques, the Chameleon system explores a new
style of interface concept that combines handheld devices, powerful computation
with 3 dimensional graphics and spatial sensing. Our futuristic palmtop acts
as an input, output and interaction conduit. It is capable of generating 3D
models and views through an understanding of its position and orientation in
space. That is, the palmtop is spatially aware. The video demonstrates the
Chameleon prototype in action and sample applications. Using the Chameleon
system we can investigate how everyday physical objects can be used as the
interface to electronic information and computation. Keywords: 3 dimensional control and displays, Palmtop computers, Novel interaction
techniques | |||
| ICONIC: Speech and Depictive Gestures at the Human-Machine Interface | | BIBAK | PDF | 453-454 | |
| David B. Koons; Carlton J. Sparrell | |||
| People often communicate with a complex mixture of speech and gestures.
Gestures have many different functions in human communication, some of which
have been exploited at the computer interface. A largely ignored function of
gestures for communicating with computers is the class of depictive gestures.
These gestures are closely associated with the content of speech and complement
the user's verbal descriptions. In this class of gestures, the hands describe
shape, spatial relations and movements of objects. We have developed Iconic, a
prototype interface that allows users to describe the layout of
three-dimensional scenes through a free mixture of speech and depictive
gestures. Interpretation of this type of gestures requires an integrated
approach where a high-level interpreter can simultaneously draw from clues in
both the speech and gesture channels. In our system, a user's gestures are not
interpreted based on their similarity to some standard form but are only
processed to an intermediate feature-based representation. By this approach,
gestures can be successfully interpreted in the wider context of information
from speech and the graphical domain. Keywords: Multi-modal interface, Gestural interface, Depictive gestures | |||
| Pursuit: Graphically Representing Programs in a Demonstrational Visual Shell | | BIBAK | PDF | 455-456 | |
| Francesmary Modugno; Brad A. Myers | |||
| Pursuit is a programmable direct manipulation interface to a file system
that enables users to create programs by demonstration. To construct a program
in Pursuit, users execute actions on real data and Pursuit creates a general
procedure containing variables, loops and conditionals. During the
demonstration, the evolving program is represented in an editable, visual
programming language. Unlike other visual programming languages, which
explicitly represent operations and leave users to imagine data in their heads,
Pursuit's visual language explicitly represents data objects using icons and
implicitly represents operations by the changes they cause to data icons. The
language also serves as a novel form of feedback between Pursuit and the user. Keywords: End-user programming, Programming by demonstration, Visual shell, Visual
language | |||
| The Garnet User Interface Development Environment | | BIBAK | PDF | 457-458 | |
| Brad A. Myers; Dario Giuse; Andrew Mickish; Brad Vander Zanden; David Kosbie; Richard McDaniel; James Landay; Matthew Goldberg; Rajan Pathasarathy | |||
| The Garnet User Interface Development Environment contains a comprehensive
set of tools that make it significantly easier to design and implement
highly-interactive, graphical, direct manipulation user interfaces. The
toolkit layer of Garnet provides a prototype-instance object system, automatic
constraint maintenance, an efficient retained-object graphics output model, a
novel input model, two complete widget sets, and complete debugging tools.
Garnet also contains a set of interactive user interface editors that aim to
make it possible to create the user interface without programming. Instead,
the user draws examples of the desired graphics and demonstrates their
behaviors. The associated video provides an overview of the entire Garnet
system. Keywords: User interface management systems, User interface development environments,
Toolkits, Interface builders, Demonstrational interfaces | |||
| SASSE: The Collaborative Editor | | BIBAK | PDF | 459-460 | |
| Ron Baecker; Geof Glass; Alex Mitchell; Ilona Posner | |||
| Writing is very often a collaborative activity. Despite this, very little
is understood about how people write together, and very few systems are
available to support this activity. This video presents the results of our
studies into collaborative writing, and shows how the results of our work have
been applied to the design of SASSE (Synchronous Asynchronous Structured Shared
Editor). Keywords: Computer-supported cooperative work, Groupware, Collaborative writing,
Synchronous and asynchronous writing | |||
| Software Visualization | | BIBAK | PDF | 463 | |
| Marc Brown; John Domingue; Blaine Price; John Stasko | |||
| Writing programs is in many respects becoming a more complex human activity.
With the advent of life-cycles and methodologies on the one hand and faster
CPUs with larger real and virtual memory on the other, much larger software
entities are being created. Added to this are the complexities associated with
parallel programs. Although burdened with this ever increasing complexity,
programmers seem to have missed out on the benefits accrued by advances made in
HCI and bit-mapped graphics workstations.
Research in software visualization, the visualization and animation of data structures, programs, algorithms, and processes, provides a bright hope in addressing these problems. Software visualization systems help students to learn how programs work, assist professional software engineers to debug and understand their code, and provide researchers with insights on how to analyze and improve algorithms. The goal of SV is to give all programmers access to the latest HCI techniques when understanding and debugging their programs. Achieving this goal will not only make the day-to-day life of programmers that much easier but will also enable them to tackle significantly more ambitious and interesting tasks. Keywords: Software visualization, Computer graphics, Programming environments,
Computing education, Algorithm animation | |||
| A Taxonomic Model for Developing High Impact Formative Usability Evaluation Methods | | BIBA | PDF | 464 | |
| Deborah Hix; H. Rex Hartson; Jakob Nielsen | |||
| Numerous methods are emerging for formative usability evaluation, including
heuristic evaluation, iterative refinement, and other approaches to usability
engineering. But these methods have well-known limitations. Many are
applicable only to a narrow range of interface types and have not been tried on
innovative, non-routine interfaces. Almost all methods are time consuming and
personnel intensive.
Key to breaking down the pervasive usability barriers that exist in interactive systems is vastly improved methodologies for developing such systems. Evaluation of human performance and preference lies at the heart of such methodologies. Thus, there is a need to develop a new generation of high impact methods for formative usability evaluation. By high impact, we mean effective, low cost, and easy to use, and that apply to a broader variety of interface types. Until now, development of such methods has been ad hoc a worst and based on expert experience at best, without a model as a framework for method development In order to bring more science into the development of formative usability evaluation methods, a goal of this one day workshop was to produce this missing epistemological ingredient: a multi-dimensional taxonomical model of usability evaluation methods. This model is to serve as a structure for discussion, comparison, definition, research, development, and evaluation of usability evaluation methods. In this workshop we were not looking for new methods, per se, but rather for a taxonomical model by which existing methods can be classified and upon which development of new methods can be based. | |||
| The Future of Speech and Audio in the Interface | | BIBAK | PDF | 465 | |
| Barry Arons; Elizabeth D. Mynatt | |||
| This workshop will explore current and future applications, research areas,
and interaction techniques that use audio in the user interface. The emphasis
of the meeting will be on a "CHI perspective" of using speech and sound, in
appropriate interactive contexts, where the audio channel can be exploited for
the user's benefit. The workshop will encompass user interface areas
including: speech input and output, non-speech audio, data sonification,
spatial audio, and access to audio databases. The workshop will not address
topics such as computer music, hardware/systems support for audio, or signal
processing as these areas are better addressed in other forums. Keywords: Auditory interfaces, Sonification, Sound, Acoustic displays, Auditory
perception, Speech interfaces | |||
| Designing the Teaching of HCI | | BIBA | PDF | 466 | |
| Clark N. Quinn; Jonas Lowgren; Jean Gasen; Peter Gorny | |||
| The theme of this 1.5 day (Sunday and Monday morning) workshop is to focus
on the link between pedagogical theory and successful instruction in HCI by
providing a forum for collaborative work on teaching techniques. We address
active HCI teachers in academia and industry and emphasize the notion of
working together at the workshop rather than merely talking about the issues of
interest.
The goals of the workshop are to: * facilitate exchange of teaching ideas and techniques; * provide a forum of teacher colleagues for trying out and refining teaching ideas; * support reflection about teaching techniques in terms of teaching and learning theories; * encourage continued collaboration between HCI teachers across the world. | |||
| Using Scenarios to Elicit User Requirements | | BIBAK | PDF | 467 | |
| Steve Fickas; W. Lewis Johnson; John Karat; Colin Potts | |||
| Designers could apply scenarios in requirements analysis more effectively if
they knew more about their benefits and limitations in real projects. This
workshop will explore these issues. By the end of the workshop participants
will have drawn up a list of detailed issues about scenarios that will drive
ongoing research into requirements analysis, interactive systems design, and
participatory design. Some of these issues will be framed in terms of
assumptions and hypotheses that could be tested by empirical methods. Others
will be stated in terms of open-ended prescriptive guidelines that further
practice should refine. Keywords: Scenarios, User-centered design, User requirements | |||
| Analyzing and Communicating Usability Data: Now that You Have the Data What Do You Do? | | BIBA | PDF | 468 | |
| Nandini Nayak; Debbie Mrazek | |||
| This workshop seeks to bring together practitioners and researchers who have used "discount" methods or ethnographic techniques to successfully influence the interface design process. The objective is to compile a set of analysis and communication tactics and tools that will help usability professionals communicate usability data effectively. | |||
| The Challenges of 3D Interaction | | BIBAK | PDF | 469 | |
| Andries van Dam; Kenneth P. Herndon; Michael Gleicher | |||
| The primary goal of this workshop is to help define principles and
techniques for the design, implementation and evaluation of future 3D user
interfaces. These interfaces must address many challenges arising from such
sources as users' perceptual and cognitive skills and abilities, limitations of
currently available input and output devices, the nature of 3D tasks and the
variety of implementation strategies and development environments. Keywords: Interactive 3D graphics, Perception and cognition, 3D user interfaces, 3D
interaction techniques | |||
| Pattern Recognition in HCI: A Viable Approach? | | BIBAK | PDF | 470 | |
| Janet Finlay; Alan Dix; George Bolt | |||
| The workshop brings together HCI researchers with their problems and pattern
recognition researchers with their methods in order to open the way for better
communication. During the workshop (and beyond) researchers are experimenting
with different methods on real problems, in order to ascertain the scope and
limitations of the methods for HCI. Keywords: Pattern recognition, Neural networks, Inductive learning, Statistics, User
modelling, Evaluation, Task analysis | |||
| Design Rationale: Mutual Opportunities for Research and Practice | | BIBA | PDF | 471 | |
| Alistair Sutcliffe; John M. Carroll; Allan MacLean | |||
| The objective of the workshop is to identify opportunities for practitioners to improve their practice and for researchers to develop new techniques. The intention is to create a two way flow of information to help researchers improve current rationale methods in response to industrial requirements, to exchange experience in use of rationales in case studies, and to stimulate research towards new methods and improved practice. | |||
| New Uses and Abuses of Interaction History: Help Form the Research Agenda | | BIBAK | PDF | 472 | |
| Will Hill; Loren Terveen | |||
| Recording human-computer interaction for the purposes of reusing commands,
undoing actions, recovering from crashes, constructing keyboard macros, and
observing users has been with us since the earliest command shells and text
editors. For much of that time it remained a sleepy "back water" technology
area except for a continuing increase in work-monitoring and associated
incidents breaching user privacy. However, with the drastic fall of costs for
digital storage, processing and telecommunications, all that is now rapidly
changing. Digital records of activity are common at work, market-place and
home. While new interaction history techniques such as design capture,
automatic change bars, readwear, interface agents, digital audio recording, hot
lists, version management, viewer histories, automatic biography, usability
studies, active badges, wireless personal communicators, position-sensing and
caller-id are enriching the experience of interfaces, the same techniques are
enabling new and more invasive abuses. This one-day interdisciplinary workshop
will gather 20 practitioners and researchers from the fields of human-computer
interaction design, research, ethics and law to produce their "Top Ten" list of
research questions concerning uses and abuses of interaction history for the
CHI community to address in the coming years. There will be no presentations,
but homework will be collected and redistributed via email prior to the
workshop. The day will blend open discussions with directed small-group works. Keywords: Interaction history, Design capture, Interface agents, Digital audio, User
modeling, Active badges, Usability, Privacy, Ethics, Law | |||