| The CHI Tutorial Program: Just What is the "Common Ground"? | | BIBAK | HTML | 330 | |
| Mark Altom; Marian G. Williams | |||
| The formal feedback that is traditionally available to the tutorial program
planning committee comes from survey questionnaires filled out by tutorial
attendees at prior conferences. The surveys are extremely valuable for helping
the tutorial committee decide whether individual tutorials meet the needs of
attendees. However, the theme of CHI'96, "Common Ground," suggests that we can
do more to shape the content and evolution of the CHI tutorial program.
At this SIG, we hope to gather opinions and experiences that will help us look at the tutorial program as a whole. This is not the place to compliment or zing an individual tutorial. Rather, it is a place to help shape the future of the CHI tutorial program. Although we are the co-chairs for the CHI'96 tutorial program, we want to make it clear that this SIG is not a CHI'96 planning meeting. Rather, we hope it will be the beginning of an on-going discussion about what the CHI tutorial program should be. Keywords: SIGCHI, Tutorials, Common ground | |||
| Contextual Techniques: Handling the Organization | | BIBAK | HTML | 331 | |
| Karen Holtzblatt; Hugh Beyer | |||
| Contextual techniques, which ensure good system design by taking the
designer out into the users' world, are revolutionizing the way organizations
approach design. But since the techniques are still new and unfamiliar,
practitioners still wrestle with the problem of marrying this new way of
working to traditional development. This SIG gives practitioners the chance to
hear others tell how they successfully overcame this challenge, to share their
experience, and to get help and perspective on the specific problems they face.
The SIG will interest practitioners and researchers concerned with gathering
and using of field data in design, whether they do this now or would like to do
it in the future. Keywords: Design process, Contextual inquiry, Customer-centered design, Ethnography,
Usability, Team design, Domain analysis | |||
| Visual Interaction Design Special Interest Area Annual Meeting | | BIBAK | HTML | 332 | |
| Loretta Staples; Suzanne Watzman | |||
| This fifth annual gathering will provide an informal opportunity for visual
communicators at CHI to meet and share ideas and work. In the past, attendees
have included practitioners in graphic and industrial design, design educators
and students, and those interested in the visual design of interactive digital
environments.
Most of the meeting will be devoted to informal presentations by attendees who will be invited (through a VISUAL-L announcement) to bring design work to share. These may include demonstrations of recent work or works-in-progress, student presentations, and experimental pieces. A high-end Macintosh and PC will be available. A portion of the meeting will be reserved to discuss a proposed project for CHI'96 -- a functional "design studio" to be located within the Interactive Experience area of the conference. The studio would be "staffed" with volunteers for the duration of the conference to offer design feedback to conference attendees and to serve as a living illustration of the visual design process from the standpoint of design development, iteration, and critique. Preliminary discussion about this project has already taken place in San Francisco among a small group of Bay Area CHI members. Further planning on proceeding with this particular proposal will take place at this meeting. Keywords: Design, Graphic design, Visual design, Interaction design, Product design,
Industrial design, Information design, Special interest group, Special interest
area | |||
| Current Issues in Assessing and Improving Documentation Usability | | BIBAK | HTML | 333 | |
| Stephanie Rosenbaum; Judith Ramey | |||
| User documentation, whether in print or "built in" to the online user
interface, is now a vital element of successful computer products. Managers
and developers recognize that the common model of documentation as remediation
for deficient design must not persist, but they often don't know how to build
documentation usability into an ongoing product-development effort.
Therefore, this meeting is a forum on human factors in computer documentation. With the growth of online user support and the increasing integration of documentation with the user interface, this SIG provides CHI'95 attendees a specific opportunity to discuss recent developments in documentation usability. Topics include: * Addressing documentation usability early in the product design process * Qualitative and quantitative methods for collecting documentation usability data * Roles and relationships among documentation specialists, user-interface designers, and software developers * Schedule and budget issues relating to documentation usability The structure of the SIG is informal discussion, moderated by the session leaders. If attendees have additional issues or concerns related to documentation usability, we welcome them. The first five minutes of the session will be used to create and prioritize a list of specific topics for discussion. We will audiotape the session and make either copies of the tape or meeting notes (depending on volunteers) available to the SIG participants after the conference. Keywords: Documentation, Documentation usability, Information development,
Documentation standards, Usability testing, Product development | |||
| The Garnet and Amulet User Interface Development Environments | | BIBK | HTML | 334 | |
| Brad A. Myers | |||
Keywords: User interface management systems, User interface development environments,
Toolkits, Interface builders, Demonstrational interfaces, Lisp, C++ | |||
| Ergonomic Standards for Software: Economic and Design Implications | | BIBAK | 335 | |
| Patricia A. Billingsley | |||
| In response to a 1990 European health and safety directive, the member
nations of the European Union (EU) have begun to adopt minimum ergonomic
standards for computer hardware and software used in office environments. Most
EU countries have chosen to base their national ergonomic standards on the
17-part ISO 9241 standard, Ergonomic Requirements for Office Work with VDTs.
However, since most of the software-related parts of the ISO 9241 standard are
still incomplete, countries cannot yet formally reference the ISO software
material in their national regulations.
In this session, we will discuss the different strategies EU nations have adopted to fill this gap, and their impact on the design, development, and marketing of software for European customers. The session will also address the impact of the European initiative on national and international ergonomic standards committees as they continue their efforts to develop reasonable and meaningful standards for software user interfaces. The final half-hour of the session will be set aside for an open discussion with the audience. Keywords: Software user interface standards, Software ergonomics, European Union, ISO
9241 | |||
| Usability Management Maturity, Part 1: Self-Assessment -- How Do You Stack Up? | | BIBAK | HTML | 336 | |
| George A. Flanagan; Thyra L. Rauch | |||
| This SIG is a follow-up to the "Issues in Human Factors Organization and
Practices" SIG held at CHI'94. During that session, many people expressed
interest in the assessment methodology used to evaluate the maturity of
usability management in organizations. The intent of this SIG is to provide a
forum for participants to assess their own organizations using structured
evaluation methods similar to those that the SIG leader previously used in 53
organizational assessments. Participants in this SIG may also want to attend
the follow-up SIG, "Usability Management Maturity -- Part 2, Usability
Techniques: What can you do?" which explores techniques available for dealing
with any weaknesses identified in the self-assessment. Keywords: Usability, Software, Human factors, Organization, Process | |||
| Getting Respect: Beyond Lip-Service to HCI Contributions | | BIBAK | HTML | 337 | |
| Harold H. Miller-Jacobs | |||
| Do you have to fight to get funding for your HCIactivities? Does your
organization pay lip-service to usability? This SIG will help identify tools
and techniques that have been successfully used in getting smaller
organizations to recognize the need and value of HCI studies and in particular
usability evaluations. Keywords: HCI contributions, Organizational effectiveness, HCI tools & techniques | |||
| Usability Management Maturity, Part 2: Usability Techniques -- What Can You Do? | | BIBAK | HTML | 338 | |
| Thyra L. Rauch; George A. Flanagan | |||
| This session is a follow-up to both the Special Interest Group (SIG)
"Usability Management Maturity, Part 1, Self Assessment: How do you stack up?"
held earlier today (an opportunity to self-assess the maturity of your
organization's usability activities), and to the "Issues in Human Factors
Organization and Practices" SIG held at CHI'94, at which interest was expressed
in discussing ways to ascend the usability maturity scale. If you are from an
organization with informal or no usability teams, then this is an opportunity
to explore and discuss various tools and techniques (e.g. prototyping and user
selection). Keywords: Usability, Software, Human factors, Methodologies, Activities | |||
| SIGKID: Multimedia and Children | | BIBAK | 339 | |
| Lynn Rosener; Debra Lieberman | |||
| This SIG will focus on the design of interactive multimedia for children and
teens. Its purpose is to establish a community of researchers, educators, and
multimedia practitioners who want to exchange information about the goals,
interface, curriculum, content, format, and evaluation of entertainment and
educational multimedia for young people. At the first meeting, participants
will have the opportunity to explore basic issues and share practical ideas
about the design and development of children's interactive products.
The children's software and video game market is exploding. What are the ingredients of a successful children's product? A great deal of information can be found in the research literature and in educators' and practitioners' heads about children's special needs, interests, and abilities when it comes to interactive software, yet there is no easy way to find that information and integrate it into new products. A SIG focusing on multimedia and children would provide a forum for discussing recent developments and sharing resources. SIG participants will raise and define the issues, which may include: * Information needs. What should we know about children in order to design engaging and effective children's multimedia? * Design issues. What is unique about designing multimedia for children? How do children differ from adults in their use and understanding of interactive media? * Usability testing. What are some techniques to use when testing software with children and teens? * Access to research results. How can we develop products that draw on the latest findings in the research literature? * Access to each other. How can we stay in touch throughout the year? Keywords: Children, Education, Entertainment, Interface design, Learning, Multimedia,
Research, Usability testing | |||
| Subjective Usability Feedback from the Field over a Network | | BIBAK | HTML | 340 | |
| Bruce Elgin | |||
| How can good continuous feedback about the effectiveness of a computer-human
interface be obtained from distributed users?
What kinds of useful subjective usability feedback can be obtained over a network? What approaches and techniques can be used to: * secure the willingness and confidence of users to communicate usability problems and concerns, * assist them in recognizing useful feedback, * assist them in communicating feedback with minimum effort? Keywords: Usability, Remote evaluation, Network, User feedback, User motivation,
Subjective feedback | |||
| Computer Systems Technical Group (CSTG) Meeting of the Human Factors and Ergonomics Society (HFES) | | BIBAK | HTML | 341 | |
| Martha E. Crosby | |||
| This special interest group is one of the two yearly meetings of the
Computer Systems Technical Group of the Human Factors and Ergonomics Society. Keywords: Human aspects of interactive computer systems | |||
| Using Speech and Audio in the Interface | | BIBAK | HTML | 342 | |
| Stephanie Everett; Bill Gaver | |||
| A workshop entitled The Future of Speech and Audio in the Interface [1] was
held at CHI'94 with the goal of further defining the emerging area of sound in
user interfaces and applications, and exploring applications, research areas,
and interaction techniques that use audio in the interface. The focus of the
workshop was on the "CHI perspective" of using speech and sound to exploit the
audio channel for the user's benefit. This SIG is designed as a follow-on to
that workshop; the focus of the workshop will provide the focus for this
session as well. Keywords: Auditory interfaces, Speech interfaces, Multimodal interfaces, Sound,
Acoustic displays, Sonification, Auditory perception | |||
| Participatory Design Practices: A Special Interest Group | | BIBAK | 343 | |
| Elizabeth B.-N. Sanders; Elizabeth H. Nutter | |||
| This special interest group will focus on participatory design and its
methods, tools, and practices.
The key idea in participatory design is that users and other stakeholders become direct participants in the design and development of systems, products, and spaces. This approach is different from more traditional design development approaches that employ users as respondents who react to and/or validate previously constructed concepts, ideas, models, and/or prototypes. GOALS: * To provide a forum for people with experience in participatory design to share methods, ideas, and experiences. * To provide an opportunity for people with an interest in, or curiosity about, participatory design to learn more about the field from the people who are currently practicing it. * To establish a network of participatory design practitioners who are willing to share what they have learned in practice in an ongoing manner. Keywords: Participatory design, Participation, User-centered design, Usefulness
research, Exploratory research, Participatory analysis | |||
| Usability Lab Tools | | BIBAK | HTML | 344 | |
| Paul Weiler; Bob Hendrich; Monty Hammontree | |||
| This Special Interest Group (SIG) will be an update to panels and SIGs from
previous conferences including CHI and the Usability Professionals Association.
The intent of the SIG is to provide a forum for the exchange of new ideas and
technologies in the area of usability laboratory tools. Experts in the area
will meet to discuss and demonstrate recent developments in tools and talk
about future plans. Topics for discussion include event logging, observation
logging, video tape analysis, digital video, highlight tape production, remote
usability testing, and other new techniques/technologies. Anyone involved or
interested in usability testing is invited to attend. Keywords: Usability, Tools, Data collection, Laboratory, Testing, Logging, Video,
Analysis | |||
| Introduction & Overview of Human-Computer Interaction | | BIBAK | HTML | 345-346 | |
| 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 | |||
| Interactive Learning Environments: Where They've Come From & Where They're Going | | BIBAK | HTML | 347-348 | |
| 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. In addition, the types of
learning outcomes that can be expected from the various technologies will also
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, e.g., what is the role of multimedia,
computer-aided design systems, ubiquitous access to information, the home
information appliance, in learning? What will the impact be as we transition
from User-Centered Design to Learner-Centered Design? Case studies from real
instructional systems will be used to illustrate the main points in the
tutorial. Keywords: Education & computers, Interactive learning environments, Intelligent
tutoring systems, Constructionism | |||
| Methods of Cognitive Analysis for HCI | | BIBAK | HTML | 349-350 | |
| Douglas J. Gillan; Nancy J. Cooke | |||
| This tutorial teaches participants about methods used to measure cognitive
content, structure, and processes in an active hands-on manner, and how to
apply those methods to HCI. The structure of the tutorial centers around the
phases of a design process; the areas of cognition addressed are perception,
memory, language, and thinking. For the initial analytical phase of design,
the tutorial describes methods for measuring visual search, the structure of
semantic memory, and process tracing. Methods for measuring readability and
comprehension, as well as memory recall and recognition are applied to data
from the second phase -- design and diagnostic testing. For the third phase --
system testing, the discussion focuses on scaling methods and statistical
techniques. Keywords: Cognition, Cognitive task analysis, Design, User testing | |||
| Enabling Technology for Users with Special Needs | | BIBAK | HTML | 351-352 | |
| 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 | |||
| Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving | | BIBAK | HTML | 353-354 | |
| Thomas T. Hewett | |||
| This tutorial provides a "hands-on" (actually, "minds-on") exploration of
several basic processes and phenomena of human memory, and problem solving.
The emphasis is on developing both intuitive and formal knowledge which can
serve as background knowledge useful in making educated design judgments when
design guidelines fail, conflict, or are nonexistent. The demonstrations used
emphasize phenomena with which any theory of memory or problem solving must
deal. In addition, the tutorial suggests some of the general implications of
these phenomena for designing interactive computing systems. Keywords: Memory, Problem solving, Design, Models of the user | |||
| Groupware and Workflow: A Survey of Systems and Behavioral Issues | | BIBAK | HTML | 355-356 | |
| Steven Poltrock; Jonathan Grudin | |||
| This course describes the origin and composition of groupware and workflow
management, and discusses 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, cooperation, and coordination (primarily through workflow
management). Finally, we describe several approaches to addressing the
behavioral and social obstacles. Video illustrations of systems and issues are
used throughout the tutorial. Keywords: Groupware, Workflow, Computer-supported cooperative work, Computer-mediated
communication, Collaborative work, Electronic mail, Computer-supported
meetings, Desktop conferencing, Video conferencing, Coordination,
Organizational design | |||
| Managing the Design of the User Interface | | BIBAK | HTML | 357-358 | |
| 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 typical, modern 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 | |||
| Contextual Inquiry: Grounding Your Design in Users' Work | | BIBAK | HTML | 359-360 | |
| Anne Smith Duncan; Minette A. Beabes | |||
| Contextual Inquiry [4] 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, Requirements, System design | |||
| Introduction to Object-Oriented Design: A Minimalist Approach | | BIBAK | HTML | 361-362 | |
| Mary Beth Rosson; John M. Carroll | |||
| The tutorial takes a minimalist approach to introducing object-oriented
design (OOD): Students begin working on design projects immediately, creating
object models of user task scenarios, and elaborating these models throughout
the day to develop a complete design. The students learn methods of
responsibility-driven design, as well as how to generalize from a single
problem to support class and framework reuse. Keywords: Object-oriented design, Object-oriented programming, Scenario-based design | |||
| Global User Interface Design | | BIBAK | HTML | 363-364 | |
| Tony Fernandes | |||
| Computer software products have become a world-wide commodity. Yet little
thought is given to how products that are shipped internationally should be
designed to maintain a high level of usability. This tutorial looks at how
this issue should be addressed in the user interface through interaction
design, visual design, and through an understanding of the world's cultural
differences. Keywords: International, User interface design, Diversity, Culture; Internationalization, Globalization, Software Localization | |||
| An Introduction to the Internet and the World Wide Web | | BIBAK | HTML | 365-366 | |
| Bill Hefley; John "Scooter" Morris | |||
| The Internet has become an important aspect of the profession of
Human-Computer Interaction (HCI), both as part of the design landscape, and as
an important resource for information related to HCI and related fields and
technologies. This tutorial will present an introduction to the technology and
history which has led to the current Internet, discuss some of the services and
tools which are commonly used to access the Internet, and provide some guidance
and experience on how to begin searching the Internet for information. In
addition, a specific technology which is rapidly becoming one of the central
mechanisms for providing information on the Internet, the World Wide Web, will
be presented and explored in detail. Keywords: Internet, World Wide Web (WWW), Interactive systems design, HCI resources,
Hypermedia | |||
| Tools and Trade-Offs: Making Wise Choices for User-Centered Design | | BIBAK | HTML | 367-368 | |
| Stephanie Rosenbaum; Judith Ramey; Judee Humburg; Anne Seeley | |||
| How can we choose among customer data collection methods when limited staff
and financial resources must be spread across the whole development cycle?
This tutorial helps participants understand the tradeoffs, so they can make
effective choices among methods at different points during product design and
development. It focuses on early user-centered intervention to gain
cost-effective, reusable end-user information. Keywords: User-centered design, Design methodologies, Product life cycle, Product
development cycle, User data collection, Customer data collection, Usability,
Documentation usability, Documentation design, Functional specifications | |||
| Practical Usability Evaluation | | BIBAK | HTML | 369-370 | |
| Gary Perlman | |||
| Practical Usability Evaluation is an introduction to cost-effective,
low-skill, low-investment methods of usability assessment. The methods include
(1) Inspection Methods (e.g., heuristic evaluation), (2) Observational Skills
and Video (including user testing with think-aloud protocols), (3) Program
Instrumentation, and (4) Questionnaires. 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 | |||
| Converting to Graphical User Interfaces: Design Guidelines for Success | | BIBAK | HTML | 371-372 | |
| 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 and dialogue boxes. 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 | |||
| Metaphor Design in User Interfaces: How to Effectively Manage Expectation, Surprise, Comprehension, and Delight | | BIBAK | HTML | 373-374 | |
| Aaron Marcus | |||
| User interface design requires designing metaphors, the essential terms,
concepts, and images representing data, functions, tasks, roles, organizations,
and people. Advanced user interfaces require consideration of new metaphors
and repurposing of older ones. Awareness of semiotics principles, in
particular the use of metaphors, can assist researchers and developers in
achieving more efficient, effective ways to communicate to more diverse user
communities. Keywords: Consumers, Culture, Diversity, Graphic design, Icons, Information design,
Metaphors, Multimedia, Rhetoric, Semantics, Semiotics, Symbols, User
interfaces, Visible language | |||
| Teaching User Interface Development to Software Engineers | | BIBAK | HTML | 375-376 | |
| Gary Perlman | |||
| Teaching User Interface Development to Software Engineers is an overview of
the analysis, design, implementation and evaluation topics to teach and the
resources to teach them to software engineers, the people who make most of the
user interface design decisions. The goal is to improve the quality of user
interface development instruction for software engineers and in turn improve
the quality of the user interfaces they build. Keywords: Computer and information science education, Curriculum, Project and people
management, Staffing, Training, Human factors, Management, Education, Software
engineering, User interface | |||
| Usability Inspection Methods | | BIBAK | HTML | 377-378 | |
| 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 | |||
| Designing Educational Computer Environments for Children | | BIBAK | HTML | 379-380 | |
| 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 | |||
| Designing Icons and Visual Symbols | | BIBAK | HTML | 381-382 | |
| William Horton | |||
| This one-day tutorial teaches a systematic way to develop icons and other
visual symbols. It shows how designers can develop consistent sets of
understandable icons by treating icons as a language and applying accepted
ergonomic principles. Keywords: Icons, Visual symbols, Pictographs, Design, Language | |||
| Designing Hypertext Documents for the World Wide Web | | BIBAK | HTML | 383-384 | |
| Darrell Sano; Carl Meske; Jarrett Rosenberg | |||
| This all-day tutorial teaches how to create hypertext documents in HTML for
use with the World Wide Web, along with visual design principles to make such
documents pleasant and efficient conveyors of information. Keywords: Hypertext, Visual design, Graphical design, User interface design, Mosaic,
World-Wide Web | |||
| Diversity and Depth in Participatory Design: Working with a Mosaic of Users and other Stakeholders in the Software Development Lifecycle | | BIBAK | HTML | 385-386 | |
| Michael J. Muller | |||
| This advanced-level tutorial extends conceptions of participatory activities
in software development processes. Diversity in practice begins with a
re-assessment of two methods for participatory design -- CARD and PICTIVE -- to
include applications in participatory analysis and participatory assessment.
These experiences are generalized to a broader approach called PANDA
(Participatory ANalysis, Design, and Assessment). Topics in support of
participatory activities cover democratic processes for small groups, as well
as theoretical and heuristic approaches to working with a mosaic of dissimilar
people in terms of mutual validation, learning, exchange, and respect. The
tutorial's themes are integrated in a closing discussion of participatory
methods in the software lifecycle. Keywords: Participatory design, Collaborative design, Participatory practices,
Usability methods, User centered design, User interface design, Task analysis,
Requirements analysis, Usability assessment, CARD, PICTIVE, Bifocals, PANDA | |||
| Usability Evaluation with the Cognitive Walkthrough | | BIBAK | HTML | 387-388 | |
| John Rieman; Marita Franzke; David Redmiles | |||
| The cognitive walkthrough is a technique for evaluating the design of a user
interface, with special attention to how well the interface supports
"exploratory learning," i.e., first-time use without formal training. The
evaluation can be performed by the system's designers in the early stages of
design, before empirical user testing is possible. Early versions of the
walkthrough method relied on a detailed series of questions, to be answered on
paper or electronic forms. This tutorial presents a simpler method, founded in
an understanding of the cognitive theory that describes a user's interactions
with a system. The tutorial refines the method on the basis of recent
empirical and theoretical studies of exploratory learning with display-based
interfaces. The strengths and limitations of the walkthrough method are
considered, and it is placed into the context of a more complete design
approach. Keywords: Cognitive walkthroughs, Usability inspections, Exploratory learning,
Software engineering | |||
| Contextual Design: Using Customer Work Models to Drive System Design | | BIBAK | HTML | 391-392 | |
| Karen Holtzblatt; Hugh Beyer | |||
| Field data gathering techniques such as Contextual Inquiry enable a design
team to gather the detailed data they need. These techniques produce enormous
amounts of information on how the customers of a system work. This creates a
new problem-how to represent all this detail in a coherent, comprehensible
form, which can be a suitable basis for design? An affinity diagram
effectively shows the scope of the customer problem, but is less effective at
capturing and coherently representing the details of how people work. Design
teams need a way to organize this detail so they can use it within their own
development process.
In this tutorial we present the latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present both the representation methods and the process by which we build and use them. Participants receive extensive practice in the techniques and also in the team skills necessary to do this work as part of a design team. We show how these methods fit into the Contextual Design process, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is particularly appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. Keywords: Design process, Customer-centered design, Usability, Team design, Domain
analysis, Work modeling | |||
| CPM-GOMS: An Analysis Method for Tasks with Parallel Activities | | BIBAK | HTML | 393-394 | |
| 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 aversion 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 | |||
| Designing for Complex Products | | BIBAK | HTML | 395-396 | |
| Jared M. Spool; Carolyn Snyder | |||
| Increasingly, software interfaces bear the burden for communicating new and
complex concepts to users. To do this, the designer can employ create wizards,
cue cards, drag-and-drop, or other similar techniques. Interfaces contain an
ever-increasing amount of functionality. But, in order for these methods to be
effective, they must be properly designed. How does the designer determine
which approach is called for? How can the designer determine what the user
needs? How can the designer create these tools so that they are effective?
This tutorial examines the latest interface tools and the techniques for developing them for complex products. Keywords: Prototyping, Low-fidelity prototyping, Process management, Product
development, Contextual inquiry, Modeling, Practical techniques, Wizards, Cue
cards, Guided learning, Complexity management | |||
| Models, Prototypes, and Evaluations for HCI Design: Making the Structured Approach Practical | | BIBAK | HTML | 397-398 | |
| George Casaday; Cynthia Rainis | |||
| Designing human-computer interaction can be a large and complex task. One
way to manage that complexity is to divide design into smaller interrelated
subcomponents; this is called the structured approach. It is an excellent way
for a beginner to learn design and for a team to stay on track while doing
design.
However, there are some difficult parts of the structured approach that must be handled for the approach to be practical: A good selection of subcomponents must be made, the relationships among them must be taken into account, and effort must be allocated to them in balance. This tutorial teaches a robust, practical, and learnable route to the structured approach for designing human-computer interaction. The tutorial offers examples, templates, and practice on a specific set of design artifacts called intermediate work products and a process for creating and evaluating them in practical team design. The presentation is accessible to beginners but the techniques are taken from real practice and can be applied immediately. Keywords: Design process, Structured design, Modeling, Prototyping, Formative
evaluation | |||
| Intuitive Statistics for CHI Practitioners: Developing Understanding and Avoiding Bloopers | | BIBAK | HTML | 399-400 | |
| Jeff Johnson; Robin Jeffries | |||
| This full-day tutorial tries a new approach to teaching statistics to CHI
practitioners. The approach avoids two errors common in statistics pedagogy:
1) snowing students with mathematics and 2) handing them "recipes" to apply
without understanding. Instead, this tutorial focuses on building intuition
and common-sense understanding. Keywords: Statistics, Experimental design, Probability, Intuition, Common sense | |||
| Interface Issues and Interaction Strategies for Information Retrieval Systems | | BIBAK | HTML | 401-402 | |
| 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 | |||
| Exploring Large Tables with the Table Lens | | BIBAK | HTML | 403-404 | |
| Ramana Rao; Stuart K. Card | |||
| The Table Lens is a new technique for visualizing and making sense of large
tables. By fusing symbolic and graphical representations into a single
manipulable focus+context display and providing a small set of interactive
operations (e.g. sorting), the Table Lens supports navigating around a large
data space easily isolating and investigating interesting features and
patterns. This high-bandwidth interactivity enables an extremely powerful
style of direct manipulation exploratory data analysis. Keywords: Information visualization, Exploratory data analysis, Graphical
representations, Focus+Context technique, Fisheye technique, Tables,
Spreadsheets, Relational tables | |||
| Visual Decision-Making: Using Treemaps for the Analytic Hierarchy Process | | BIBAK | HTML | 405-406 | |
| Toshiyuki Asahi; David Turo; Ben Shneiderman | |||
| The Analytic Hierarchy Process (AHP), a decision-making method based upon
division of problem spaces into hierarchies, is visualized through the use of
treemaps, which pack large amounts of hierarchical information into small
screen spaces. Two direct manipulation tools, presented metaphorically as a
"pump" and a "hook," were developed and applied to the treemap to support AHP
sensitivity analysis. The problem of construction site selection is considered
in this video. Apart from its traditional use for problem/information space
visualization, the treemap also serves as a potent visual tool for "what if"
type analysis. Keywords: Visualization, Treemap, Analytic hierarchy process, AHP, Decision support | |||
| The DragMag Image Magnifier | | BIBAK | HTML | 407-408 | |
| Colin Ware; Marlon Lewis | |||
| Computer image magnification often results in the loss of the contextual
information. Two image magnification prototypes are presented that solve this
problem. In both the base image is shown at all times with lines connecting
the magnified region on the base image to the magnified image. Both prototypes
allow for smooth pan, scroll, and zoom of large 2D images with both coarse and
fine translation movements. The second design implements a magnifying glass
metaphor whereby the degree of magnification is controlled by the distance of
the enlarged image to the magnified region of the base image. Keywords: Data display, Pan, Scroll, Zoom | |||
| SageTools: An Intelligent Environment for Sketching, Browsing, and Customizing Data-Graphics | | BIBAK | HTML | 409-410 | |
| Steven Roth; John Kolojejchick; Joe Mattis; Mei C. Chuah | |||
| Our approach views data-graphic design as two complementary processes:
design as a constructive process of selecting and arranging graphical elements,
and design as a process of browsing and customizing previous cases. We present
three novel tools for supporting these processes. SageBrush assembles
data-graphics from primitive elements like bars, lines, and axes. SageBook
browses previously created data-graphics relevant to current needs. SAGE
automatically designs data-graphics, interpreting the user's specifications as
conveyed with the other tools. The combined environment, SageTools, enhances
user-directed design by providing automatic presentation capabilities with
styles of interaction that support data-graphic design. Keywords: Graphic design, Data visualization, Automatic presentation systems,
Intelligent interfaces, Design environments, Interactive techniques | |||
| A Taxonomy of See-Through Tools: The Video | | BIBAK | HTML | 411-412 | |
| Eric A. Bier; Ken Fishkin; Ken Pier; Maureen C. Stone | |||
| At the CHI'94 conference we presented a new user interface paradigm, the
See-Through Interface, that allows movable tools to readily be brought to
computer-based work. On a computer display, see-through tools appear on a
semi-transparent sheet that can be positioned over applications using either
hand. The tools are applied by clicking through them with a cursor controlled
by the dominant hand. This video quickly reviews the see-through paradigm, and
then illustrates a taxonomy of see-through tools [1, 4] with examples from
graphical editing and text editing tasks. Keywords: Taxonomy, User interface, See-through, Transparent, Multi-hand, Lens,
Viewing filter, Button, Menu, Control panel, Macro | |||
| The Movable Filter as an Interface Tool: The Video | | BIBAK | HTML | 413-414 | |
| Eric A. Bier; Ken Fishkin; Ken Pier; Maureen C. Stone | |||
| At the CHI'94 conference we presented a new user interface tool, the Magic
Lens filter, that combines an arbitrarily-shaped region with an operator that
changes the view of objects viewed through that region. On a computer display,
Magic Lens filters appear on a Toolglass sheet that can be positioned over
applications, much as a magnifying glass is moved over a newspaper. This video
quickly reviews the basics of Magic Lens filters and then illustrates their
evolution with examples of Magic Lens filters in use over a variety of
applications. Keywords: User interface, See-through, Transparent, Lens, Viewing filter, Composition,
Browsing | |||
| Building a Distributed Application Using Visual Obliq | | BIBAK | HTML | 415-416 | |
| Krishna Bharat; Marc H. Brown | |||
| This video shows the construction of a distributed, multi-user application
using Visual Obliq. In Visual Obliq, applications are created by designing the
interface with a GUI-builder and embedding callback code in an interpreted
language, in much the same way as one would build a traditional
(non-distributed, single-user) application with a modern user interface
development environment. The resulting application can be run from within the
GUI-builder for rapid turnaround or as a stand-alone executable. The Visual
Obliq runtime provides abstractions and support for issues specific to
distributed computing, such as replication, sharing, communication, and session
management. Keywords: UIMS, GUI-builders, Application builders, Distributed applications, CSCW,
Groupware | |||
| Lyberworld -- A 3D Graphical User Interface for Fulltext Retrieval | | BIBAK | HTML | 417-418 | |
| Matthias Hemmje | |||
| LyberWorld is a prototype IR user interface. It implements visualizations
of an abstract information space: fulltext. The video demonstrates a visual
user interface for the probabilistic fulltext retrieval system INQUERY.
Visualizations are used to communicate information search and browsing
activities in a natural way by applying metaphors of spatial navigation in
abstract information spaces. Visualization tools for exploring information
spaces and judging relevance of information items are introduced and an example
session demonstrates the prototype. The presence of a spatial model in the
user's mind is regarded as an essential contribution towards natural
interaction and reduction of cognitive costs during retrieval dialogues. Keywords: User interface, Information retrieval, Navigation, 3D, Spatial perception,
Visualization | |||
| Organization Overviews and Role Management: Inspiration for Future Desktop Environments | | BIBK | HTML | 419-420 | |
| Catherine Plaisant; Ben Shneiderman | |||
Keywords: Role manager, Personal roles, Desktop metaphor, Coordination, Window
management | |||
| Ariel: Augmenting Paper Engineering Drawings | | BIBA | HTML | 421-422 | |
| W. E. Mackay; D. S. Pagani; L. Faber; B. Inwood; P. Launiainen; L. Brenta; V. Pouzol | |||
| Ariel is an example of a new approach to user interfaces called Augmented
Reality (see Wellner et al., 1993, Mackay et al., 1993). The goal is to allow
users to continue to use the ordinary, everyday objects they encounter in their
daily work, and then to enhance or augment them with functionality from the
computer. Ariel is designed to augment the use of a particular type of paper
document: engineering drawings. Computer information (menus, multimedia
annotations, access to a media space) is projected onto a drawing and users can
interact with both the projected information and the paper drawing.
The design of Ariel is based on studies of users in a distributed cooperative work setting (the construction of a bridge) combined with a scenario-based design approach in which users contribute to the development of design scenarios. This video shows the third Ariel prototype. Future versions will continue to evolve, based on input from users when the system is installed at the work site. | |||
| SYNERGIES: A Vision of Information Products Working Together | | BIBAK | HTML | 423-424 | |
| Steve Anderson; Shiz Kobara; Barry Mathis; Dustin Rosing; Eviatar Shafrir | |||
| SYNERGIES is a vision of how information products designed for everyday use
will serve people in extraordinary situations. The year is 2001. Los Angeles
is rocked by a major earthquake. Buildings collapse. Poisons fill the air.
But a new kind of emergency response is underway. Equipped with various
communications and information appliances which can be rapidly tailored to meet
situation needs, a Neighborhood Emergency Team volunteer, a HAZMAT (Hazardous
Materials) team, and an Urban Search and Rescue squad come to the aid of the
victims. At the Emergency Operations Center, the nerve center for emergency
planning and response, incidents are assigned priorities, resources are
dispatched and logistics are managed. The underlying premise of SYNERGIES is
that the most valuable information assets are informed people. Technology's
role is to give people the facts they need to make decisions, and link them
together to coordinate action. The interface concepts shown allow users to
share information and communicate in the most direct and task-specific way
possible. Keywords: Future, Vision, Interfaces, Earthquake, Information appliance | |||
| The Tablet Newspaper: A Vision for the Future | | BIBAK | HTML | 425 | |
| Teresa A. Martin | |||
| The Table Newspaper: A Vision for the Future overviews tomorrow's portable
information appliances and the ways in which we may interact with information.
It explores the role a newspaper may have in the digital era and the form a
newspaper may take as an electronic product. Keywords: Electronic publishing, Newspaper interface design, Tablet, Information
appliance, Information interface | |||
| A Three-Step Filtering Mechanism | | BIBAK | HTML | 426-427 | |
| Masashi Uyama | |||
| Computer systems should help users find useful software services and
integrate such services into their tasks. The three-step filtering mechanism
selects services that trustworthy colleagues have recommended. It then selects
services specific to the context of the user's task executions. Finally, the
mechanism discloses the selected services to the user dynamically and
unobtrusively. This context-sensitive disclosure allows users to try out new
services in their own task context. The disclosure is unobtrusive since users
can ignore the disclosure and continue with their tasks. With the
task-associated press, users can reflectively learn such ignored services. Keywords: Innovation-decision process, Collaborative filtering, Context sensitivity,
Trialability, Intelligent interface, Reflective learning | |||
| Tactile-Based Direct Manipulation in GUIs for Blind Users | | BIBAK | HTML | 428-429 | |
| Helen Petrie; Sarah Morley; Gerhard Weber | |||
| The increasing use of graphical user interfaces is making computer systems
more, rather than less difficult to interact with for blind users. One
solution is to create interfaces for blind users which are based on auditory
and tactile information rather than visual information. The GUIB Project is
developing such an interface making use of a number of different information
sources: synthetic and digitised speech, non-speech sounds, braille and a
touchpad. This video illustrates how the GUIB interface allows users to
directly manipulate interface objects using a touchpad and braille display with
cursor routing buttons. This gives blind users the same sense of engagement
with the interface which sighted users gain from using a mouse. Keywords: Users with special needs, Blind users, Alternative interaction methods | |||
| Voice Systems: An Inventor's Guide | | BIBA | 430-431 | |
| Chris K. Cowley; Dylan M. Jones | |||
| After many years of research and development, computer speech technology has
finally achieved a level of sophistication conducive to commercial
implementation in a wide variety of domains.
Speech recognition, synthesis, and digitization facilities are now available at low cost for most computing systems. Widespread implementation of voice systems in the commercial and private sectors has highlighted the need for systematic research into the unique attributes of the auditory modality in human computer interaction. In order for computer speech technology to achieve its long-awaited potential, it is vital for designers to support the implementation of increasingly sophisticated technology with a solid foundation of human-factors research. Contemporary research in these areas in the United Kingdom is taking place in a number of institutions, including: the University of Wales School of Psychology and Dundee University's Micro centre. The film "Voice Systems" examines a wide range of research projects which have been conducted at these institutions, findings from which will be of benefit to speech system designers in all potential implementation domains. The film describes research and development in many areas such as: * Voice annotation * Designing voices * Talking with machines * Speech recognition and error correction * Perceptual centering * Future potential | |||
| Cognitive Architectures & HCI | | BIBAK | HTML | 432 | |
| Susan S. Kirschenbaum; Wayne D. Gray; Richard M. Young | |||
| This workshop will focus on appropriate use of cognitive models for the
analysis and solution of HCI problems. Keywords: Cognitive modeling, User modeling, Simulation | |||
| From "Model World" to "Magic World": Making Graphical Objects the Medium for Intelligent Design Assistance | | BIBK | HTML | 433 | |
| Loren Terveen; Markus Stolze; Will Hill | |||
Keywords: Model worlds, Magic worlds, Agents, Design assistance, What you see is what
you want, Visualization | |||
| HCI Challenges in Government Contracting | | BIBAK | HTML | 434 | |
| Ira S. Winkler; Elizabeth A. Buie | |||
| Governments spend huge resources on custom computer systems, developed by
contractors to government specifications under government monitoring. Although
a number of these systems involve defined usability efforts, a majority of the
development efforts have little requirement for system usability. For these
systems, usability generally relies on the awareness, skills, and perseverance
of the developers. HCI practitioners face an exceptionally daunting task in
government environments, because funding allocations for the various
development activities are clearly defined very early in the development
process. A relatively poor understanding of usability issues by most
development and acquisition managers usually gives the HCI effort short shrift.
Government HCI practitioners met at a Special Interest Group (SIG) Session at
CHI'94 to discuss the challenges they face in their work assignments and to
explore potential approaches to the challenges. Keywords: User-centered design, Government contracting, Organizational context,
Analysis | |||
| Increasing Collaboration between Industry and Academia in HCI Education | | BIBAK | HTML | 435-436 | |
| Susan B. Hornstein; Maxine S. Cohen; Laurie P. Dringus; Andrew Sears | |||
| This workshop will continue to explore issues in HCI education. Our goal
for the workshop is to identify ways to increase the collaboration between
industry and academia, providing benefit to both. To accomplish this we will
bring together a diverse group of participants, evenly distributed between
university and industry representatives. Keywords: Education, Industry, Partnerships, Academic-industrial cooperation | |||
| Knowledge-Based Support for the User Interface Design Process | | BIBAK | HTML | 437 | |
| Uwe Malinowski; Kumiyo Nakakoji; Jonas Lowgren | |||
| The goal of this workshop is to develop a conceptual map for various
supporting techniques for the user interface design process. Rather than
applying a single technique, designers can use this map to decide which
combination of supporting techniques is appropriate for their current task.
During the process of constructing this map, opportunities and limitations of
the technical combination of different approaches will be explored. In this
workshop, rather than trying to find "the best approach," we use the assumption
that combining the approaches increases usefulness as a prerequisite. No
discussions about "which technique is better" are allowed. Keywords: User-interface design support, Knowledge-based approaches, Design
environments, Combination of support techniques | |||
| Gesture at the User Interface | | BIBA | HTML | 438 | |
| Alan Wexelblat; Marc Cavazza | |||
| The goal of this workshop is to explore the uses of, and research issues associated with, the use of empty-handed gesture at the user interface. This workshop will help disconnected research efforts become aware of each other and jointly work to identify issues that are important for progress in making full use of this mode at the user interface. It is our belief that the current set of disconnected research efforts addresses a common set of key research questions which need to be answered in order for gestural interfaces to make progress. | |||
| Field Oriented Design Techniques: Case Studies and Organizing Dimensions | | BIBK | HTML | 439-440 | |
| Dennis Wixon; Judy Ramey | |||
Keywords: Ethnographic methods, Field research, Participatory design, Qualitative
research, Requirements gathering, System design | |||
| Formal Specification of User Interfaces | | BIBAK | HTML | 441 | |
| Christopher Rouff | |||
| The goals of the workshop are to bring together researchers and
practitioners to discuss:
1. Issues and problems surrounding current specification techniques.
2. Successes and failures in specification projects.
3. How current techniques could be improved.
4. Areas where current research should be focusing.
Through this workshop it is hoped that better techniques for specifying user
interfaces can be developed. Keywords: Formal specifications, User interfaces | |||
| Designing & Testing Groupware User Interfaces | | BIBAK | HTML | 442-443 | |
| Jean C. Scholtz; Anthony C. Salvador; James A. Larson | |||
| The purpose of this workshop is to provide a synthesized view of the
computer supported cooperative work (CSCW) and groupware knowledge and
literature as specifically related to user interface design and evaluation. Keywords: User interface, Design, Evaluation, Groupware, Multiple-user, Multiple-use,
Human-computer interaction, Human-automation interaction, Human-human
interaction | |||
| Minimizing Bias in Computer Systems | | BIBAK | HTML | 444 | |
| Batya Friedman; Helen Nissenbaum | |||
| A few Novembers ago I walked into my familiar voting place -- the run-down
social hall of a local church in Berkeley, California. The same old voting
booths on tottering legs with scant curtains greeted me. Inside, however, was
something new -- a computerized voting card. With a bit of fumbling and
careful reading of the directions, I think I figured the thing out. Cast my
vote. Participated in the modern democracy. But nationwide, computer punch
card tallying systems pose serious problems for fair elections. In particular,
under-educated groups are more likely not to understand how the computerized
system works and, thus, to invalidate their own votes by either not voting for
a position, or by voting for more than one person per position [1]. This
example begins to illustrate how the interface design of computerized voting
systems can favor some groups over others. More generally, the example speaks
to the problem of bias in computing technologies.
In this workshop we are concerned with understanding bias in computer systems and developing methods to help minimize bias through the design process. The workshop builds on the organizers' previous work, presented in Amsterdam at InterCHI 1993 [2,3], which provides a framework for understanding biac in computer systems. In the workshop, we apply this framework and draw on participants' research and design experiences to (a) identify common biases in computer systems, (b) generate design guidelines for minimizing bias, and (c) gain hands-on experience with minimizing bias in a design. WORKSHOP GOALS * To share with colleagues a framework for understanding bias in computer systems. * To provide a forum (opportunity) for colleagues to discuss issues of bias in computer systems that have arisen from their own design experiences. * To work with colleagues to identify a list of common biases and means to minimize them. For example interface designs that rely on color to convey information can become biased against people who are colorblind. Such bias against colorblind people can be avoided by encoding the information not only in the hue, but in its intensity, or in some other formal unrelated to color. * To work with colleagues to generate design guidelines to minimize bias. For example, rapid prototyping, formative evaluation, and field testing with a well-conceived population of users can be an effective means to detect unintentional biases in a design early on in the design process. * To provide colleagues with a "low tech" hands-on experience with minimizing bias in the design of an interface. Keywords: Bias, Computer system design, Design methods, Ethics, Information systems,
Social computing, Social impact | |||
| Collecting User Information on a Limited Budget | | BIBAK | HTML | 445 | |
| Alison Popowicz | |||
| The aim of this workshop is to investigate and propose methods of collecting
user information without a large market research budget. This will be done by
brainstorming methods for collecting information and by participating in an
exercise during the CHI'95 conference. The skills learned during this exercise
will be valid for any product or project that requires information about
end-users. Keywords: User profiles, Usability engineering, Surveys, Questionnaires, Design,
Research | |||
| Tools & Techniques for Visual Design Development | | BIBAK | HTML | 446 | |
| Loretta Staples | |||
| This one-day workshop provides an opportunity for experienced practitioners
in visual design to share ideas, techniques, and methods for developing visual
designs for interfaces. The range of techniques is expected to include ways to
generate images, represent sequences, and iterate designs with respect to
media, cultural context, and technology. Toward this end, each participant is
expected to share a single useful technique with the group. This technique can
be shared through example, demonstration, or case history. The only
requirement is that the technique be presented as concretely as possible, in a
manner that allows all participants to apply the technique. Possible examples
might include:
* The use of a specific tool or technology for generating drawings of interface
elements with a focus on the attributes that make it preferred. * Non-digital techniques for visualizing and representing linear and branching sequences. * The analysis of media images in advertising as a basis for developing brand identity in a multimedia interface. Keywords: User interfaces, Graphical user interfaces, Visual interaction design,
Graphic design, Design methodology, Visual representation, Tools | |||
| CHI'95 Basic Research Symposium on Human-Computer Interaction | | BIB | HTML | 447 | |
| Cathleen Wharton; Janni Nielsen | |||