| KAP -- A Prototyper for Technical Device Interfaces | | BIBAK | HTML | 3-4 | |
| Klaus Kespohl; Gerd Szwillus | |||
| We present the tool KAP (Kespohl's Automaton Prototyper) for prototyping
user interfaces of technical devices, such as VCRs, CD players, alarm clocks,
answering machines, etc. The work is based on a formal specification language,
DSN/2. KAP supports this notation -- as an editor, for adding interactive
elements, and as an animation tool. The system was found suitable for
performing user tests on several software models, including a CD player with
realistic functionality; the results were verified against user testing on the
real device. Keywords: Prototyping, Formal specification, Design techniques, Development tools,
Usability testing, Evaluation | |||
| Demonstrating the Electronic Cocktail Napkin: A Paper-Like Interface for Early Design | | BIBAK | HTML | 5-6 | |
| Mark D. Gross; Ellen Yi-Luen Do | |||
| We demonstrate the Electronic Cocktail Napkin, a pen based interface for
conceptual design. The project goal is to support design by recognizing,
interpreting, and managing drawings, and to serve as an interface for
knowledge-based critiquing, simulation, and information retrieval. We
demonstrate the Napkin's facilities for end-user programmable recognition and
interpretation, drawing management, and multi-user collaboration. We show
applications of the Napkin: (1) indexing visual databases and (2) a front end
to a local area network design program. Keywords: Pen based systems, Design environments, Constraint-based graphics | |||
| SHK: Single Hand Key Card for Mobile Devices | | BIBAK | HTML | 7-8 | |
| Masakatsu Sugimoto; Kimiyo Takahashi | |||
| A new input unit for mobile devices is discussed. High speed text input
through touch typing and mouse data input is possible through an SHK: Single
Hand Key card, "castanets operation", an ambiguity resolution logic applied
word by word, and the other support software. Keywords: Single hand keyboard, Mobile device, Input device, Input unit, Touch typing,
Ambiguity resolution | |||
| Inhabited Digital Spaces | | BIBAK | HTML | 9-10 | |
| Bruce Damer; Christina Kekenes; Terrel Hoffman | |||
| The emergence of standards such as Virtual Reality Modeling Language (VRML)
has made shared, three dimensional virtual spaces available to the greater
Internet community. When these spaces become inhabited by representations of
people, often referred to as digital actors or avatars, a whole spectrum of
social behavior will emerge. Prototypes of inhabited digital spaces have been
hosted on the Internet since early 1995. Enough experience has been gained
with these systems to produce an initial benchmark of their effectiveness from
a user interface standpoint. Observation of social interaction in these spaces
has also provided some interesting insights. A key finding is that there is a
need for interdisciplinary collaboration between the technologists building
digital worlds and specialists in community and social behavior. Keywords: Virtual reality, Social computing, Electronic community | |||
| StarLogo: An Environment for Decentralized Modeling and Decentralized Thinking | | BIBAK | HTML | 11-12 | |
| Mitchel Resnick | |||
| StarLogo is programmable modeling environment designed to help nonexpert
users (in particular, precollege students) model and explore decentralized
systems, such as ant colonies and market economies. People often have
difficulty understanding the workings of such systems. By using StarLogo,
people can move beyond the "centralized mindset" -- that is, they begin to
understand how patterns can arise through decentralized interactions, not from
the dictates of a centralized authority. Keywords: Educational applications, End-user programming, Modeling | |||
| Design Concepts for an Instructional Tool: Teaching Abductive Reasoning in Antibody Identification | | BIBAK | HTML | 13-14 | |
| Jodi Heintz Obradovich; Philip J. Smith; Stephanie Guerlain; Jack W., Jr. Smith; Sally Rudmann; Larry Sachs; John Svirbley; Melanie Kennedy; Patricia L. Strohm | |||
| We have conducted a series of studies aimed at understanding how to design a
tutoring system that will support students in expanding their knowledge of
immunohematology and in developing their problem-solving skills in a
problem-based learning environment [3]. Results from these studies have led to
the development of an expert model of problem solving, the identification of
common errors and misconceptions in solving such problems, and the development
of a model of expert tutoring in this domain.
Based on the results of these studies, we designed the Transfusion Medicine Tutor and evaluated its effectiveness in teaching medical technology students to solve antibody identification cases. In our initial evaluation of TMT, the students who used a version of the system with all tutoring functions turned on and with instructor assistance went from 0% correct on a pre-test case to 87%-93% correct on post-test cases. This compares with an improvement rate of 20% by students who used a passive version of the system with the intelligent tutoring functions turned off. The behavioral protocols collected as part of this study provide further evidence regarding the contribution of the task environment, the interface design, and the use of expert systems technology to detect and remediate errors (in cooperation with a human teacher) to the student's learning. Keywords: Computer-aided instruction, Intelligent tutoring systems, Expert systems,
Problem-based learning, Abduction, Medical diagnosis | |||
| MMVIS: A Multimedia Visual Information Seeking Environment for Video Analysis | | BIBAK | HTML | 15-16 | |
| Stacie Hibino; Elke A. Rundensteiner | |||
| Our MultiMedia Visual Information Seeking (MMVIS) environment is designed to
support an exploratory approach to video analysis. Specialized subset,
temporal, spatial, and motion dynamic query filters are tightly coupled with
dynamic, user-customizable relationship visualizations to aid users in the
discovery of data trends. Users can select two subsets (e.g., a subset of
person P1 talking events) and then browse various relationships between them
(e.g., browsing for temporal relationships such as whether events of type A
frequently start at the same time as events of type B). The visualization
highlights the frequencies of both the subsets and the relationships between
them. This allows users to discover various relationships and trends without
having to explicitly pre-code them. In this demonstration, we will focus on
temporal analysis aspects of the system, presenting our temporal visual query
language, temporal visualization, and an application to real CSCW data. Keywords: Video analysis, Dynamic queries, Temporal query filters, Interactive
visualizations, Trend discovery | |||
| MAD: A Movie Authoring and Design System | | BIBAK | HTML | 17-18 | |
| Naomi Friedlander; Ronald Baecker; Alan J. Rosenthal; Eric Smith | |||
| MAD (Movie Authoring and Design) is a novel design and authoring system that
facilitates the process of creating dynamic visual presentations. MAD aids
this process by simultaneously allowing easy structure creation or modification
of motion pictures and visualization of the result of those modifications. The
principles behind MAD include hierarchical multimedia document representation,
the flexible inclusion and combination of words, images, sounds, and video
sequences, and real-time playback of a rough version of the final film at any
time in the process.
MAD represents a paradigm shift both from traditional methods of authoring and producing motion pictures and from modern multimedia authoring tools. Its development therefore required in-depth observation of a variety of users working on a variety of film-making projects. This demonstration will present the key concepts underlying MAD, demonstrate the current, second-generation prototype software, and review how we have worked with users in an iterative design process and how studies of the work of these users have informed key design issues. Keywords: Iterative design, User-centred design, Multimedia systems, Multimedia
documents, Authoring tools, Interactive graphics systems | |||
| Visage: Dynamic Information Exploration | | BIBAK | HTML | 19-20 | |
| Peter Lucas; Steven F. Roth; Cristina C. Gomberg | |||
| Visage is a prototype user interface environment for exploring and analyzing
information. It represents an approach to coordinating visualizations and
analytical tools in data-intensive domains. Visage is based on an
information-centric approach to user interface design which strives to
eliminate impediments to direct user access to information objects across
applications and visualizations. Visage consists of a set of data manipulation
operations, an intelligent system for generating a wide variety of data
visualizations and a briefing tool that supports the conversion of visual
displays used during exploration into interactive presentation slides. Keywords: Data visualization, Graphics, Data exploration, User interface environment | |||
| Using Animation to Aid Process Flow Visualization | | BIBAK | HTML | 21-22 | |
| Brenda J. Burkhart; Marc E. Fusco | |||
| Process flows are difficult to communicate to customers effectively,
particularly if they are complex or involve multiple systems. We introduce
some animation techniques that we rapidly prototyped so that systems
engineering or system design proposals or decisions can be effectively
communicated to customers. Keywords: Animation, Visualization, Simulation, Prototyping, Process flow | |||
| Lotus Notes Database Support for Usability Testing | | BIBAK | HTML | 23-24 | |
| Mary Beth Butler; Ericca Lahti | |||
| This demonstration will show how we have built a collection of Lotus Notes
databases containing usability results and techniques. Because we have these
databases available, we can easily research past testing results, share
information on common UI artifacts with geographically dispersed development
teams, and efficiently develop strategies for testing new products and
features. The intent of this demonstration is to show the characteristics of
our system of databases that we find most important for supporting our work,
and how our workgroup solution helps us accomplish our goals. Keywords: Usability testing, Lotus Notes, Groupware | |||
| QGOMS: A Direct-Manipulation Tool for Simple GOMS Models | | BIBAK | 25-26 | |
| David V. Beard; Dana K. Smith; Kevin M. Denelsbeck | |||
| "GOMS models can be practical if the effort required to product them is
commensurate with their limited practical accuracy." This demonstration details
a direct manipulation tool for quickly building GOMS models. Advanced features
allow rapid model construction and analysis. Keywords: GOMS, Time motion analysis, Medical image display | |||
| Providing Explicit Support for Social Constraints: In Search of the Social Computer | | BIBAK | HTML | 27-28 | |
| Ben Anderson | |||
| This short paper outlines an approach to the design and implementation of
systems that explicitly support the use of social, rather than technological,
methods of control. This approach draws on recent developments in the social
sciences, particularly sociology and anthropology, and builds upon current work
in the development of 'Media Spaces' and other CSCW systems. Keywords: CSCW, System design, Social norms, Videoconferencing | |||
| Effects of Field of View on Task Performance with Head-Mounted Displays | | BIBAK | HTML | 29-30 | |
| Kevin Arthur | |||
| The goal of this research is to quantify the effects of a head-mounted
display's field of view (FOV) on human performance of 3D tasks representative
of those typically performed in virtual environments. Keywords: Head-mounted display, Field of view, Task performance, Adaptation, Spatial
awareness, Presence, Simulator sickness | |||
| A Computational Theory of Working Memory | | BIBAK | HTML | 31-32 | |
| Michael D. Byrne | |||
| One of the key factors in understanding what interfaces will be easy to use
is the limited capacity of the human information-processing system. This work
outlines a theory of human working memory which is instantiated as a
computational system called SPAN. Working memory and the related construct of
short-term memory have a long history in psychology, and in the last decade
have been used to explain differences in performance on a wide variety of tasks
both at the individual level and between different age groups. The production
system SPAN was constructed as an attempt to address working memory issues
based on several well-established mechanisms such as decay, interference, and
processing speed. One property unique to SPAN is its ability to model the use
of external memory. It is this last property, combined with SPAN's explicit
acknowledgment of individual differences, which gives it a great deal of
promise in applications to HCI domains -- particularly in the prediction of
errors. Keywords: Cognitive models, Individual differences, User models, GOMS, Human memory | |||
| Putting Context into Design | | BIBAK | HTML | 33-34 | |
| Steven J. Clarke | |||
| There are an increasing number of methods for using context in design.
Unfortunately these methods are strong on the collection of contextual data but
weak on ways to use the data in design. Furthermore, current methods suffer
from bias which constrains the type of data collected by designers as well as
the ways the data can be put to use. However, rather than eliminate these
biases, we propose that designers should exploit them. This paper argues that
this can be achieved by facilitating the creation of explicit links between the
human context and the design specification and that this requires computer
based support. Without such links, the use of context will be unsystematic
and, potentially, ineffective. Keywords: Context, Design notations, Development tools, Design rationale, Activity
theory | |||
| The Effects of Information Accuracy on User Trust and Compliance | | BIBAK | HTML | 35-36 | |
| Jean E. Fox | |||
| Designers and manufacturers of new technology must understand the factors
that influence consumers' decisions to purchase new high-tech products. One
important factor in the decision is how much users trust the technology. Muir
[5, 6] developed a theory of how people develop trust in automated systems.
Several studies have supported her model. This proposed study will provide
additional data to test this theory. The application to be studied is an
Advanced Traveler Information System (ATIS), which provides route navigation
information to automobile drivers. The study will evaluate how inaccurate
congestion information affects the users' trust in and compliance with the
system's advice. These results will be important to ATIS developers, who need
to know how accurate the systems must be to facilitate user acceptance. Keywords: ATIS, Automated systems, Decision aids, Human-system trust, ITS, User
acceptance | |||
| Harnessing the Interface for Domain Learning | | BIBAK | HTML | 37-38 | |
| David Golightly | |||
| Making an interface less direct changes how the user learns about the
particular domain they are acting upon. Different interfaces cause the user to
interact in different ways. This affects how they build up information about
the domain they are working in. The counterintuitive finding is that less easy
to use interfaces can be beneficial to the domain learning process. Less direct
interfaces cause the user to build a more verbalisable and transferable body of
knowledge about the domain. The research outlined here is examining this
learning process to draw conclusions about where the effect can be most
usefully employed. Keywords: Direct manipulation, 8-puzzle, Cognitive cost, Learning, Problem-solving | |||
| Understanding the Role of Configuration Management Systems in Software Development | | BIBAK | HTML | 39-40 | |
| Rebecca E. Grinter | |||
| This paper describes a study of how software developers use a technology,
software configuration management systems, in their work. The study uses
qualitative methods in three case studies to find out how well configuration
management systems support the coordination of software development work.
Results from this study will help to inform the design of technologies that
support group work and provide insights into the complexities of software
development. Keywords: CSCW, Collaborative work, Software engineering, Empirical studies,
Development tools, Group work, Configuration management systems | |||
| Extending and Evaluating Visual Information Seeking for Video Data | | BIBAK | HTML | 41-42 | |
| Stacie Hibino | |||
| Extending and adapting the visual information seeking paradigm for video
analysis would empower casual users to explore temporal, spatial, and motion
relationships between video objects and events. Several extensions are
required to accomplish this: extensions to dynamic queries to specify multiple
subsets, customized temporal, spatial, and motion query filters, and the design
of new spatio-temporal visualizations to highlight these relationships. In my
thesis research, I am working on these extensions by combining a new multimedia
visual query language with spatio-temporal visualizations into an integrated
MultiMedia Visual Information Seeking (MMVIS) environment. This research
summary describes my overall approach, research goals, and evaluation plan. Keywords: Video analysis, Dynamic queries, Temporal query filters, Interactive
visualization | |||
| Direct Learner Attention with Manipulation Styles | | BIBAK | HTML | 43-44 | |
| Shirley J. Holst | |||
| This paper investigates what aspects of a pupil's interaction with
educational software are determinants of their learning. The work reported
here considers whether the computer interface can be designed to encourage
people to plan, to think more deeply about relevant information, and hence to
learn more successfully. Findings reported here challenge the universal welcome
given to graphical user interfaces. A number of pedagogical issues involved in
designing educational software are raised. These suggest that designing with
considerations other than ease-of-use is paramount. Keywords: User interface design, Direct manipulation, Problem-solving, Cognitive
psychology, Interactive learning | |||
| Formal Modelling of Task Interruptions | | BIBAK | HTML | 45-46 | |
| Francis Jambon | |||
| My doctoral research is concerned with the formal modelling of task
interruptions. Although interruptions are significant events in human
activities, current models and notations do not support their expression
appropriately. My contribution to this problem is two-fold: the ISAU model
which makes explicit the general structure of an interruption, and a UAN-based
formal notation that would force designers to consider the right questions when
developing a system. ISAU will be assessed using a real-world exemplar: the
Data-Link system that supports communications between pilots from different
aircraft's and air traffic controllers. Keywords: Interruptions, Interleaving, Formal methods, UAN | |||
| Visualizing Patterns in the Execution of Object-Oriented Programs | | BIBAK | HTML | 47-48 | |
| Dean F. Jerding | |||
| The purpose of this research is to assist with the development and
maintenance of object-oriented software by visualizing patterns of behavior in
program executions. These patterns are manifested as repeated sequences of
messages between objects and recurring instantiation of objects. It is
hypothesized that interactive visualizations of the dynamic patterns in
object-oriented systems will increase program understanding, allowing
programmers to better perform design recovery and reengineering tasks. Keywords: Software visualization, Information visualization, Object-oriented
programming, Design patterns | |||
| Supporting Interactive Information Retrieval Through Relevance Feedback | | BIBA | HTML | 49-50 | |
| Jurgen Koenemann | |||
| I investigated the interactive searching behavior of two groups of subjects using a novel best-match, ranked-output information retrieval (IR) engine to search a large, full-text document collection. The research focuses on the use of relevance feedback, a query reformulation tool. Ten searchers who had a background in IR were observed in the first study; 64 complete novices took part in a second experiment that systematically varied the user knowledge and user control of the feedback mechanism. Behavioral and performance data suggest that user control over relevance feedback benefits retrieval performance and user satisfaction. | |||
| Interface Agents for Interacting with Virtual Environments | | BIBAK | HTML | 51-52 | |
| Britta Lenzmann | |||
| The basic rationale of my Ph.D. thesis is to enhance and simplify
interaction with an interactive 3D graphical system. To relieve users from
technical detail and allow them to communicate with the system in an intuitive
and human-like manner, I am investigating three main aspects: adaptation to
user preferences, multimodal input, and open and underspecified input. I use
agent-based techniques to approach my solutions. Keywords: Interface agents, Interactive graphical system, User adaptation, Multimodal
input, Open input | |||
| Towards Organizational Learning: Growing Group Memories in the Workplace | | BIBAK | HTML | 53-54 | |
| Stefanie N. Lindstaedt | |||
| Designing domain-oriented systems requires knowledge both in system design
and in the domain to be supported. Communication between domain experts and
system developers is essential to elicit or activate this knowledge.
Contextualized information, conveyed in ongoing communication and evaluation,
sheds light on problems and solutions that may otherwise remain uncovered.
This information is valuable beyond the particular situation in which it
originates. Experiences of our L3D research group with industries and
universities have shown that the tasks of activating and capturing
communication about system design, relating it to prior experiences, and
feeding new insights back into a group memory face a number of challenges. I
am developing an interactive group memory management system called GIMMe for
growing diverse group memories during software design to explore the issues
surrounding these challenges. Keywords: Design, System design, Design rationale, Group memory, Organizational
learning, Collaborative work, CSCW, Participatory design | |||
| Improving Communication in Programming-by-Demonstration | | BIBAK | HTML | 55-56 | |
| Richard G. McDaniel | |||
| The range of PBD systems can be significantly expanded by improving the
user's expressiveness when communicating with the system. The techniques in my
research include a new form of demonstrational interaction called nudges.
Complementing nudges is a special form of selection which is used to give the
system hints by identifying significant objects. A new deck-of-playing-cards
metaphor is also introduced for specifying useful effects such as randomness
and sequencing. The final techniques use objects for annotating examples such
as behavior icons for manipulating and editing behaviors, and temporal ghosts
to allow explicit references to past states. By fostering better communication
between the author and the system, these techniques should allow the user with
minimal programming expertise to create highly interactive software. Keywords: User interface software, Application builders, Programming-by-demonstration,
Programming-by-example, Inductive learning | |||
| Providing Awareness Information to Support Transitions in Remote Computer-Mediated Collaboration | | BIBAK | HTML | 57-58 | |
| Susan E. McDaniel | |||
| In my dissertation research I am exploring the questions of what comprises
adequate information about the presence and activities of collaborators for the
purpose of moving from asynchronous to synchronous work situations. The
pertinent questions are: (1) What information do collaborators need to have
about co-workers in order to coordinate these transitions? (2) Is there an
alternative to video for supporting these transitions? (3) Can the important
information that people need be distilled and displayed in textual or graphical
forms that are low cost, but still lightweight? Keywords: Awareness, CSCW, HCI | |||
| Toolkits for Multimedia Awareness | | BIBAK | HTML | 59-60 | |
| Ian Smith | |||
| Informal communication and awareness of coworkers is an important factor in
the effectiveness of work in office environments. This dissertation focuses on
an architecture for the creation of prototype tools which allow distributed
workgroups to collaborate more effectively by communicating informally. This
architecture supports the investigation of the area of informal communication
and awareness by allowing researchers to quickly develop new application
prototypes from reusable components. Keywords: Awareness, Multimedia, CSCW, Distributed work groups, Informal communication | |||
| Usability and the Software Production Life Cycle | | BIBAK | HTML | 61-62 | |
| Suziah Sulaiman | |||
| For many types of systems it is as important that the usability is as good
as the functionality. There have been various attempts during the last fifteen
years or more to encourage developers to focus on usability during the life
cycle. These have had only limited success in that they have affected certain
companies without fundamentally changing the overall software development
process. The aim of this study is to improve software quality by finding ways
to integrate usability with software quality measurements throughout the life
cycle and especially at early stages of development. Keywords: Software quality, Usability, Software production life cycle, Software
testing, Usability engineering, Capability Maturity Model (CMM) | |||
| Exploring the Information Landscape | | BIBAK | HTML | 63-64 | |
| Elaine G. Toms | |||
| Exploring or browsing is a process of searching in which the user recognizes
the object of the search when they see it a human-driven and unstructured
process. To examine this process, three navigational aids are experimentally
manipulated: method of access, method of suggesting items to explore and method
of navigation. A fourth aid, cues that influence exploration, are also
assessed. The object of the study is to characterize browsing, to understand
what facilitates browsing in an electronic environment, and to suggest an
abstract representation of browsing. Keywords: Exploring, Browsing, Full-text, Newspapers, Navigation, Menus, Fish-eye
views, Similarity measures, Informativeness, Information searching,
Experimental study | |||
| Multimedia, Mental Models and Complex Tasks | | BIBAK | HTML | 65-66 | |
| David Williams | |||
| With the emergence of relatively cheap multimedia delivery systems
incorporating bitmapped graphics and high fidelity continuous audio and video,
there is an increasing need for the user interface designer to be informed in
their choice of output media for a particular task. Our research is
investigating the affect of different media on the formulation of mental models
in the solution of complex tasks. The guiding principle is to understand why
one medium has an advantage over another in a given task context. To do this
one must examine how these media are utilised by the user. An experiment is
outlined which will investigate this. Keywords: Multimedia, Media selection, Mental models, Expressiveness, Tractability,
Complex tasks | |||
| Touchscreen Usability in Microgravity | | BIBAK | HTML | 67-68 | |
| Jurine A. Adolf; Kritina L. Holden | |||
| Touchscreen technology is well-suited for extreme environments, for example,
microgravity. However, the usability of touchscreens has not been tested in
this environment. The Human Factors and Ergonomics Laboratory (HFEL) at the
NASA Johnson Space Center has conducted three evaluations of touchscreen
usability both in a simulated weightless environment and on a space shuttle
mission. Preliminary findings suggest that touchscreens were preferred for
those tasks with larger touch areas, but not for precise positioning. Not
anticipated though was the hand fatigue experienced by astronauts. Complete
results will be available. Keywords: Touchscreen, Input devices, Cursor control devices | |||
| A Wearable Computer for Use in Microgravity Space and Other Non-Desktop Environments | | BIBAK | HTML | Web Page | 69-70 | |
| Edgar Matias; I. Scott MacKenzie; William Buxton | |||
| We present one possible design for a "wearable" computer -- a computer that
is worn. Our prototype permits text entry without the need of a table or other
supporting surface. Typing can be performed while standing or even walking.
Possible applications for this device are also discussed. Keywords: Input devices, Input tasks, Wearable computers, Portable computers,
Half-QWERTY, One-handed keyboard, Skill transfer | |||
| Efficacy of a Predictive Display, Steering Device, and Vehicle Body Representation in the Operation of a Lunar Vehicle | | BIBAK | HTML | 71-72 | |
| Santosh Mathan; Arn Hyndman; Karl Fischer; Jeremiah Blatz; Douglas Brams | |||
| Time delayed teleoperation exacts a high toll on human cognitive resources.
High error rates and poor performance times are typical consequences of
operating a vehicle under such conditions. This paper describes the usability
effects of simple enhancements to the interface for a teleoperated lunar
vehicle. Experimental results suggest that simple interface elements such as a
predictive display, steering wheel, and vehicle body representation can
dramatically reduce errors and task performance times during time delayed
teleoperation by inexperienced lunar vehicle operators. Keywords: Predictive display, Teleoperation, Lunar vehicle, Time delay | |||
| Common Ground for Critical Shuttle and Space Station User Interfaces: An Independent Verification and Validation Approach | | BIBAK | HTML | 73-74 | |
| Mihriban Whitmore; Andrea H. Berman | |||
| The Human Factors and Ergonomics Laboratory (HFEL) at the NASA Johnson Space
Center is in the process of developing an automated software interface checking
tool to assess the degree to which space-related critical and high risk
software system user interfaces meet objective human factors standards across
each NASA program and project. A prototype tool has been identified, and
usability testing is underway. Testing compares analysis time and similarity of
results for the automated tool and for human-computer interface experts. The
results of the evaluation will be included in the poster. Keywords: Computer-based tool, Usability testing, HCI evaluation | |||
| GUI Users Have Trouble Using Graphic Conventions on Novel Tasks | | BIBAK | HTML | 75-76 | |
| Catherine A. Ashworth | |||
| Twenty-five Macintosh users performed poorly when attempting novel tasks in
Macintosh-like applications. The tasks tested subjects' understanding of the
meaning of ten different GUI graphic conventions (such as the symbol for a
Pop-Up Menu). Subjects who had used more applications had greater accuracy
rates. The trials testing Ellipses and the Walking Menu symbol revealed that
even when subjects knew the convention, they were also guided by the quality of
the semantic match between the command label and the task goal. An analysis of
likely reasons why subjects did not know Radio Buttons or X-Boxes suggests
users can employ a strategy of "re-exploring" an interface object on each use.
These findings have implications for current GUI design guidelines and for
theories of GUI learning and use. Keywords: Graphic user interface, GUI, Display-based computing, Display-based skill,
Exploratory learning, User testing, Macintosh | |||
| Looking for Usability Problems with the Ergonomic Criteria and with the ISO 9241-10 Dialogue Principles | | BIBAK | HTML | 77-78 | |
| J. M. Christian Bastien; Dominique L. Scapin; Corinne Leulier | |||
| The relative effectiveness of the Ergonomic Criteria and the ISO/DIS
9241-Part 10 Dialogue Principles in guiding the evaluation of user interfaces
was assessed. After a demonstration of a musical database application and a
free exploration phase, three groups of participants (Criteria, ISO, Control)
were invited to evaluate the interface of the application. Preliminary results
indicate that the performance of the Control and ISO groups did not differ
statistically in terms of the number of problems uncovered or the percentages
on problems uncovered as a function of the size of the aggregates. However,
when using the Ergonomic Criteria, participants uncovered statistically more
usability problems, and the percentage of problems uncovered with respect to
the size of the aggregates was higher. For instance, the aggregation of 3
evaluations in the Control and the ISO group permits to uncover about 48% of
the usability problems while it permits to uncover about 63% of the usability
problems in the Criteria group. Keywords: User interface evaluation, Inspection methods, Ergonomic criteria,
Standards, Dialogue principles, Usability problems | |||
| Examining Basic Items of a Screen Design | | BIBAK | 79-80 | |
| Kenji Ido; Toshiki Yamaoka | |||
| We examined basic items of screen design, and we got some results:
1. * reverse video is the best type of highlight. * frame is the second best
type of highlight * underline is an average type of highlight * grey-colour is the poorest type of highlight 2. Horizontal area is faster than vertical area when subjects saw objects on CRT. 3. Square and circle are good shape for retrieval. 4. Speed of eye movement from centre to top of the screen is slower than from centre to bottom, from centre to left and centre to right. Keywords: Reaction time, Highlights, Eye movement, Basic figure | |||
| Case Based Reasoning Approach to Creating User Interface Components | | BIBAK | HTML | 81-82 | |
| Suneela R. Joshi; William W. McMillan | |||
| Software developers can save time and expense by reusing code that
implements user interface tools such as windows, menus, icons, dialogues, etc.
Case Based Reasoning (CBR), developed for applications in artificial
intelligence, is a very effective tool for such an interactive software reuse
project. In CBR, a problem is solved by searching a library of previously
encountered cases, retrieving similar cases and modifying them if necessary to
fit the current problem. The approach taken by this paper goes beyond this
usual CBR technique. It helps a developer to select an application menu from a
set of menus that are appropriate for the developer's project. It then inserts
that menu directly into the developer's project. This paper uses CBR in
creating user interface objects to achieve software reuse in a very effective
and simple way. Keywords: User interface tools, Case based reasoning, Software reuse | |||
| CockpitView: A User Interface Framework for Future Network Terminals | | BIBAK | 83-84 | |
| Georg Michelitsch | |||
| We present a user interface framework for consumer oriented, network
terminals that uses a combination of a 3D information landscape and a 2D work
space to provide the user with a "focus plus context" environment. A
comprehensive direct manipulation paradigm for user interaction with active
objects on the screen replaces traditional menus in our system. Finally, with
a new communication concept based on shared virtual spaces we can handle both
synchronous and asynchronous communication in an integrated fashion for all
types of media. Keywords: Active objects, Direct manipulation techniques, 3D graphics, Communication
models, Network terminals | |||
| Multi-Skill Cooperation in User Interface Design | | BIBAK | HTML | 85-86 | |
| I. Lambert; N. Portolan | |||
| The importance of pictures in today's interfaces makes a multi-skill
approach between various people necessary: ergonomist, graphic designer,
terminologist, psychosociologist. The question of the role of each partner and
the integration of the different approaches is dealt with via two design
projects. Keywords: Design process, Ergonomist, Graphic designer, Terminologist,
Telecommunication product | |||
| The Group Elicitation Method for Participatory Design and Usability Testing | | BIBAK | HTML | 87-88 | |
| Guy A. Boy | |||
| This short paper presents the Group Elicitation Method (GEM), a brainwriting
technique augmented by a decision support system for participatory design and
usability testing. GEM has been successfully used in four industrial projects
to elicit knowledge from users, management and designers. In particular, in
three of them it was used to elicit end-users' knowledge for the design of new
user interfaces. This short paper discusses the properties of such a method
and the lessons learned. Keywords: Knowledge elicitation, Participatory design, Decision support systems,
Evaluation, Methodology | |||
| ScienceSpace: Lessons for Designing Immersive Virtual Realities | | BIBAK | 89-90 | |
| Marilyn C. Salzman; Chris Dede; Deirdre McGlynn; R. Bowen Loftin | |||
| ScienceSpace is a collection of immersive virtual realities designed to
explore the potential utility of physical immersion and multisensory perception
to aid in the learning of science. Through the design and evaluation of
ScienceSpace, we are learning lessons about the virtual reality interface and
the development of immersive virtual worlds for education. This paper
describes these lessons. Keywords: Virtual reality, Educational applications, User interface design and
evaluation, and immersion | |||
| Appropriateness of Graphical Program Representations for Training Applications | | BIBAK | HTML | 91-92 | |
| Marian G. Williams; Hyxia Villegas; J. Nicholas Buehler | |||
| Recent controversy about the ease of constructing and reading graphical
program representations is of interest to us because of our work on graphical
programming applications for training. We apply cognitive complexity analysis
to graphical and textual programs, and confirm the empirical findings of other
researchers. We also apply cognitive complexity analysis to graphical programs
from our own work. The analysis suggests that, when optimized for a specific
task, both textual and graphical programs can carry the same information with
similar cognitive complexity. The selection of graphical and textual
representations for comparison in real-world training applications remains
problematic. Keywords: Graphical programming, Visual programming, Cognitive complexity analysis,
Visual labs, Training, Education | |||
| Gender and Skill in Human Computer Interaction | | BIBAK | HTML | 93-94 | |
| Ellen Balka | |||
| Practitioners working in HCI make implicit assumptions about gender and
skill in conducting design work. More frequently than not, assumptions about
both the gender of computer system users, and definitions of skill relied on in
designing computer systems, remain hidden (exceptions include 1,2,10,16).
Here, the importance of addressing gender and skill in HCI activities is
addressed through a focus on participatory design (PD) and ergonomics. In the
tradition of participatory posters [11] participants are asked to engage in
generating knowledge about gender and skill in HCI by providing citations to
relevant work, and/or anecdotes from their design experience (by computer entry
or video clips). Keywords: Gender, Skill, Work, Participatory design, Ergonomics, Design theory, Design
practices | |||
| Anthropometric Data on Horizontal Head Movements in Videcommunications | | BIBAK | HTML | 95-96 | |
| Martin Bocker; Werner Blohm; Lothar Muhlbach | |||
| Head movement data were collected from 128 subjects during an experimental
study using four different videoconferencing set-ups (factorial design of
monoscopic / stereoscopic set-ups with / without motion parallax). The data
include various parameters and are relevant inter alia for terminal and display
designers. Keywords: Display design, Videocommunications, Motion parallax, Head tracking, 3D | |||
| The Freedom to Work from an Arbitrary Position | | BIBAK | 97-98 | |
| Britt Jonsson; Anna Schomer; Konrad Tollmar | |||
| We have designed two sets of communication tools to enable telepresence in
groups who work in different locations. Afterwards we evaluated the tools.
Study (A), in the first group, takes place in a big company in a relatively
small group, of seven people, while study (B), in the second group, takes place
in a larger group of approx. 20 members in an academic research lab. In order
to design those two communication systems we argue that a broader perspective
of work, living environment, life, friends and relations need to be considered.
Insight into this complexity could only be gained using a "multi-domain
methodology". We will in, this poster, give an example of these two ongoing
research projects where we have used this methodology. Keywords: Computer Supported Cooperative Work (CSCW). Teleworking, Information
sharing, Collaborative processes, Shared workspace | |||
| The Effects of Emotional Icons on Remote Communication | | BIBAK | HTML | 99-100 | |
| Krisela Rivera; Nancy J. Cooke; Jeff A. Bauhs | |||
| As technology advances, we are shifting from direct face-to-face or voice to
voice interactions to computer-mediated communication (CMC). As a result of
this shift the nature of communication has changed; in particular the ability
to convey emotion is less straight forward. Twenty three subjects participated
in a simulated, remote-CMC, group-decision making session. Twelve subjects had
emoticons available, although use of these icons was optional. The remaining
eleven did not have emoticons available. Dependent measures included user
satisfaction, user frustration, conformity, length and focus of message,
satisfaction with CMC system, and recall of communication events. The results
indicated that subjects with emoticons used them and were more satisfied with
the system than those subjects without emoticons. Thus it appears that users
respond to emoticons and interpret them as intended. Keywords: Computer-mediated communication, Groupware, Computer-supported-cooperative
work, Distributed cognition, Icons, Emotions, Emoticons | |||
| Remote Assistance: A View of the Work and a View of the Face? | | BIBAK | HTML | 101-102 | |
| Leon Watts; Andrew F. Monk | |||
| Twenty members of the general public worked remotely from one another in
pairs. One member of the pair carried out some simple manipulative tasks as
instructed by the other, after which they discussed the merit of the object
assembled. Sometimes there was a view of the face and sometimes a view of the
room. The work was always visible. Contrary to suggestions in the literature
that a view of the face has only marginal benefits, subjective ratings and
direct measures of gaze behaviour both demonstrate that the view of the
manipulators face was of value in this situation. Keywords: Video communication, CSCW, Analysis of gaze, Remote assistance | |||
| A Task-Oriented Interface to a Digital Library | | BIBAK | HTML | 103-104 | |
| Steve B. Cousins | |||
| In this paper we describe an interface to a heterogeneous digital library.
The interface is designed with the following goals in mind: to support user
tasks, to smoothly integrate the results of many services, to handle services
of widely-varying time scales, to be extensible, and to support sharing and
reuse. We discuss each of these goals, and then describe a working prototype
interface. Keywords: Digital Libraries, Tasks, Direct manipulation | |||
| ESPACE 2: An Experimental HyperAudio Environment | | BIBAK | HTML | 105-106 | |
| Nitin "Nick" Sawhney; Arthur Murphy | |||
| Espace 2 is a prototype system for navigation of hyper-linked audio
information in an immersive audio-only environment. In this paper, we propose
several essential design concepts for audio-only computing environments. We
will describe a hyperaudio system based on the prior design principles and
discuss an evaluation of the preliminary prototype. Keywords: Auditory I/O, Non-speech audio, Hypermedia | |||
| Structuring Voice Records Using Keyword Labels | | BIBAK | HTML | 107-108 | |
| Nick Haddock | |||
| The paper proposes an interaction technique which allows some structure and
content to be extracted from a voice record, thus making it easier to review
the recording and integrate it with other data. Silence detection and speech
recognition are employed to pick out intentionally uttered keyword labels, in
order to create a form-field view of the voice recording. Keywords: Speech as data, Speech recognition, Form-filling, Multi-modal interfaces,
Portable computing | |||
| A Study of User Participation in Standards Setting | | BIBAK | 109-110 | |
| Kai Jacobs; Rob Procter; Robin Williams | |||
| This paper explores the views of members of standards setting organisations
in the field of electronic communications. It focuses in particular on their
experiences of, and attitudes towards, user participation in standards setting. Keywords: Standardisation, E-mail, User requirements | |||
| BDDTCL: An Environment for Visualizing and Manipulating Binary Decisions Diagrams | | BIBAK | 111-114 | |
| Kurt E. Partridge | |||
| A Binary Decision Diagram (BDD) is a data structure used in hardware
verification to represent boolean expressions. Most BDD implementations
provide only textual output and require the user to interact with them using a
compiled programming language. BDDTCL provides an interpreted language for
manipulating BDDs and a graphical viewer for manipulating and visualizing them.
BDDTCL can draw BDDs with over 4,400 nodes; much larger than can be easily
drawn by hand. Two users, a hardware design researcher and a student
unfamiliar with BDDs, provided feedback about BDDTCL's effectiveness for
understanding systems modeled by BDDs. These users also provided feedback for
improving BDDTCL. Keywords: Data structure visualization, Binary decision diagrams, Hardware
verification tools | |||
| Characterization and Assessment of HTML Style Guides | | BIBAK | HTML | 115-116 | |
| Julie Ratner; Eric M. Grose; Chris Forsythe | |||
| This paper describes a study in which HTML style guides were characterized,
compared to established HCI style guides, and evaluated against findings from
HCI reviews of web pages and applications. Findings showed little consistency
among the 21 HTML style guides assessed, with 75% of recommendations appearing
in only one style guide. While there was some overlap, only 20% of HTML
relevant recommendations from established style guides were found in HTML style
guides. HTML style guides emphasized common look and feel, information display,
and navigation issues with little mention of many issues prominent in
established style guides such as help, message boxes and data entry. This
difference is reinforced by other results showing that HTML style guides
addressed concerns of web information content pages with much greater success
than web-based applications. It is concluded that while the WWW represents a
unique HCI environment, development of HTML style guides has been less
rigorous, with issues associated with web-based applications largely ignored. Keywords: HTML, World Wide Web, Style guides, Human computer interface | |||
| Concurrent Engineering for an Interactive TV Interface | | BIBAK | HTML | 117-118 | |
| Ivan Bretan; Per Kroon | |||
| The design of a user environment for a video-on-demand service through an
interdisciplinary style of collaboration called "concurrent engineering" is
described. The process encompasses pre-prototype behavioural studies,
traditional user studies, graphical design of interface objects, industrial
design of input devices and interaction design of interface dialogue. Keywords: Interdisciplinary design, Interactive TV, Video-on-demand | |||
| Interfaces for Managing Access to a Video Archive | | BIBAK | HTML | 119-120 | |
| Andrew Gordon; Smadar Kedar; Eric Domeshek | |||
| We describe Deja Vu, a video retrieval system which capitalizes on our
understanding of the content of the video to provide an effective user
interface. Keywords: Information access, Interface design, Browsing, Search, Indexing, Retrieval,
Video archive, Visualization | |||
| The Effect of Frame Rate and Video Information Redundancy on the Perceptual Learning of American Sign Language Gestures | | BIBAK | 121-122 | |
| B. F. Johnson; J. K. Caird | |||
| An experiment is reported that addressed whether reductions of frame rate
and information redundancy affected the recognition of American Sign Language
(ASL) gestures that were presented in a multimedia format. Frame rate (30, 15,
5, & 1 frames-per-second or fps) primarily affected time needed to learn the
gestures to criterion while point light presentation of gestures (versus
conventional video) affected recognition rates in a transfer testing condition.
Contrary to conventional frame rate rules of thumb (e.g., 10-20 fps), once
trained participants were exceptional at recognizing ASL gestures even at rates
as low as 5 and 1 fps. Results are discussed as they contribute to computer
mediated learning of sign language and frame rate guidelines. Keywords: Sign language learning, Gesture recognition, Biological motion perception,
Mental representation of movement, Multimedia assisted learning, Frame rate,
Signal detection theory | |||
| Science-By-Mail | | BIBAK | HTML | 123-124 | |
| Marc E. Fusco; Ellen A. White | |||
| Science-by-MailTM is a hands-on, experimental science activity program for
children in grades 4-9 that is designed to be engaging, educational, and fun!
Each participating child is matched with a volunteer pen-pal scientist who
provides encouragement and guidance. They receive three "challenge packets"
throughout the year containing information and materials related to an issue in
science or technology. Communication between students and scientists about the
packets forms the core of the interactions. A nationwide program developed by
the Museum of Science, Boston, Science-by-Mail currently involves about 25,000
children and 2,500 scientists. Keywords: Science-By-Mail, Science, Children, Volunteer, Social action | |||
| Encouraging Social Responsibility through Collaborative Team Learning | | BIBAK | HTML | 125-126 | |
| Jean Gasen | |||
| How do we bring the real world into the classroom? How do we teach students
to see and appreciate its complexities without overwhelming them? How do we
encourage them to value collaborative teamwork and multi-disciplinary
approaches to problems? And how do we instill the importance of addressing
larger social issues in their professional future?
This poster will describe a multi-disciplinary team approach to teaching user-centered interface design. The course focused on the development of multimedia prototypes for the VCU Cancer Center. How the course impacted upon student motivation for learning, group process and interface design will be presented. Keywords: HCI education, Multimedia, Collaborative work, Social issues in design | |||
| Community Volunteers -- Getting Involved Locally | | BIBAK | HTML | 127-128 | |
| David R. Millen; Patricia A. Young; Perry F. Sennewald | |||
| The promises of emerging technologies, strong financial pressures, and
infrastructure demands have created a growing need for technology expertise in
local schools, governments and community organizations. It follows that there
has never been a better time for technical professionals to help. Assistance
can be offered in areas of technology planning, training, system management and
support of fundraising activities. An illustrative example of a
community-based technology foundation will be described. Keywords: Technology advocacy, Social action, Education | |||
| Research in 3D User Interface Design at Columbia University | | BIBAK | HTML | 129-130 | |
| Steven K. Feiner | |||
| The Computer Graphics and User Interfaces Laboratory at Columbia University
is pursuing research in the design and development of new user interface
metaphors. This overview provides a high-level description of our work and
surveys projects that reflect our two key research directions: 3D user
interfaces (including virtual environments and augmented reality) and
knowledge-based user interfaces. Keywords: Augmented reality, Virtual reality, Virtual environments, Knowledge-based
graphics, Intelligent user interfaces, Head-mounted displays | |||
| Real{cubed} Communication and Aromatic Group Computing: HCI and CSCW Research at Canon Media Technology Laboratory | | BIBA | HTML | 131-132 | |
| Yuichi Bannai; Hideyuki Tamura | |||
| The Media Technology Laboratory is one of Canon Inc.'s corporate research labs. Originally called the Information Systems Research Center, the laboratory changed its name when it started research and development in information media. Now, approximately 70 research scientists and engineers, some of them managers, are in charge of research and development mainly in HCI, CSCW, and other fields. Their range of expertise covers AI, natural language understanding, computer vision and graphics, computer architecture, and system software (OS, database, etc.). | |||
| MIT Media Laboratory: A View after Ten Years | | BIBA | 133-134 | |
| Chris Schmandt | |||
| As the MIT Media Laboratory celebrates its 10th anniversary in 1995, this
makes a fitting time to describe it for the CHI audience. A number of current
Media Lab faculty and students are active in user interface techniques and
technologies, and our work is well represented in the CHI proceedings.
Although well known now, the Lab's roots go back much further, to the early
70s.
The Laboratory's charter is to invent and creatively exploit new media for human well-being and individual satisfaction, without regard to present day constraints. We employ supercomputers and extraordinary input/output devices to experiment with today, with the notion that these will be commonplace tomorrow. The not-so-hidden agenda is to drive technological inventions and break engineering deadlocks with new perspectives and demanding applications. The Lab explores issues in a broad range of new information technologies including: advanced digital television, electronic publishing, portable computing and communication, artificial intelligence, voice interfaces, user interface design, and education-related technologies. | |||
| HCI at Banc Sabadell | | BIBA | HTML | 135-136 | |
| Lynne E. Hall | |||
| The introduction of HCI to Banc Sabadell is described, providing a brief history. Attempts to improve application usability and to encourage a focus on HCI issues are detailed. Several applications are described, identifying the success of the incorporation of HCI at Banc Sabadell. | |||
| The Usability Group at Reuters: Virtually Global | | BIBAK | 137-138 | |
| Greg Garrison; Robin Heath; Allison Jaynes | |||
| In this organization overview we discuss the approach to Customer Centered
Design taken by Reuters. We address the virtual team organization of the group
and the benefits and challenges that it presents. We then present the
globalization of usability and the techniques that Reuters has used to expand
usability operations from London throughout the world. We end with a
discussion of our performance thus far and a little about the future of The
Usability Group at Reuters. Keywords: Organization overview, Customer centered design, Usability, Globalization,
Virtual team, Usability testing | |||
| The Claris Interface Design Group: A Personal Retrospective | | BIBAK | HTML | 139-140 | |
| Tony Fernandes | |||
| The Claris Interface Design Group is an organization built from the ground
up to help Claris Corporation define new levels of usability for its Macintosh
and Windows products. This overview offers a retrospective of lessons learned
through the creation of the organization I created. Keywords: Organizations, Usability testing, Human factors, Visual design | |||
| The Hiser Group: Pioneering Usability and User Interface Design in Australia | | BIBAK | 141-142 | |
| Sarah A. Bloomer; Susan J. Wolfe | |||
| When The Hiser Group was formed, usability and user interface design were
relatively unknown in Australasian software development market. This
organisational overview describes the major activities of The Hiser Group and
the implications for pioneering a user-centred development methodology in this
environment. Keywords: User interface design, Usability engineering, Organisations | |||
| Research on Human-Computer Interaction and Cooperative Hypermedia at GMD-IPSI | | BIBAK | HTML | 143-144 | |
| Norbert A. Streitz; Heinz-Dieter Bocker | |||
| This organization overview describes two research divisions of GMD-IPSI in
Darmstadt, Germany: User Interfaces for Information Systems and Cooperative
Hypermedia Systems. They are in particular addressing HCI work within the
overall framework and goals of IPSI. Keywords: Organization overview, User-interfaces, 3D visualization, Information
retrieval, Electronic publishing, Hypermedia, CSCW, Desktop-based
collaboration, Electronic meeting rooms, Shared work spaces, Pen-based
interaction | |||
| Taming Complexity at MAYA Design | | BIBAK | HTML | 145-146 | |
| Peter Lucas; Susan Salis | |||
| MAYA Design is a full-service product design consultancy offering services
at the intersection of computer science, psychology, and visual design. We
have developed efficient techniques for facilitating interdisciplinary design
and for communicating clearly with our clients. Keywords: Interdisciplinary design, Design consulting, Brainstorming, Prototyping,
User studies laboratory, Usability, Product design | |||
| HCI Group at Computer Research Institute of Montreal | | BIBAK | 147-148 | |
| Frances de Verteuil; Daniel Engelberg | |||
| The Computer Research Institute of Montreal (CRIM) is a non-profit R&D
institute in computer science. The HCI group performs both consulting and
precompetitive research. Our approach emphasizes multidisciplinary teams,
participation of our own software engineering experts on projects, and
sensitivity to our clients' business goal and culture. Research focuses on
methodologies for designing and evaluating interfaces. Keywords: R&D, Multidisciplinary, Software development lifecycle, HCI methodology,
Task analysis, Interface evaluation | |||
| The Center for People and Systems Interaction (CPSI) | | BIBAK | 149-150 | |
| Jenny Preece; Judith Ramsay; Richard Jacques; Alessandro Barabesi | |||
| The Center for People and Systems Interaction (CPSI) is a new research
center based at South Bank University in London. An inter-disciplinary group
is researching two key areas of Human-Computer Interaction: (i) the
inter-relationships of psychological, social and technical factors in computer
mediated communication (CMC) and (ii) extending the repertoire of usability
evaluation methods. Keywords: Center for People and Systems Interaction (CPSI), Human-computer
interaction, HCI, Computer mediated communication, CMC, Desktop video
conferencing, Engagement, Gender, Hypermedia, Usability, Evaluation | |||
| Virginia Tech's Center for Human-Computer Interaction | | BIBA | 151-152 | |
| John M. Carroll | |||
| An interdisciplinary effort in HCI formed at Virginia Tech in 1979. The central axis of this collaboration ran between the Department of Computer Science and the Department of Industrial and Systems Engineering. This early project studied the human-computer interface as a dialog, asking both whether dialog is a good metaphor for the interface, and how to most appropriately configure that interface. | |||
| Universal Design: Everyone has Special Needs | | BIBAK | HTML | 153-154 | |
| Eric Bergman; Earl Johnson; Alistair Edwards; Deborah Kaplan; Greg Lowney; T. V. Raman; Clayton Lewis | |||
| Despite high profile discussions of user-centered design in the CHI
community, until recently a substantial population of users has been largely
ignored. Users who have restricted or no use of hands, eyes, ears, or voice
due to environment, task context, repetitive strain injury, or disability
constitute a diverse and significant user population, but these users receive
relatively little mention in mainstream HCI conferences or literature. Design
considerations for users with vision, hearing, or movement impairments overlap
with those for the general population across a variety of tasks and contexts
(e.g., high workload tasks, automobile systems, phone interfaces). Following
on this theme, the panel will promote discussion of so-called "Universal
Design" -- design for the broadest possible range of users. Keywords: Accessibility, Disability, Universal design | |||
| Technology Transfer: So Much Research So Few Good Products | | BIBA | HTML | 155-156 | |
| Ellen A. Isaacs; John C. Tang; Jim Foley; Jeff Johnson; Allan Kuchinsky; Jean Scholtz; John Bennett | |||
| Since the CHI community involves both researchers and practitioners, we
often struggle with the issue of technology transfer. The CHI conference
features many innovative research ideas and interesting product designs, but
there have been disappointingly few cases in which products were based on
research projects. Although many companies have tried to address this problem
on their own, the CHI conference offers a unique opportunity to bring together
people from different settings to explore common obstacles to technology
transfer and to share ideas for overcoming those barriers.
This panel will cover the following range of perspectives: * The Prototype Perspective. The primary goal of research or advanced development in a company is to build prototypes that test new ideas, which can eventually be transferred to development groups for productization. * The Information Transfer Perspective. The main goal of research should be to transfer information of many kinds (e.g., the resolution of basic questions that are impeding development work, practical experience with a platform's ability to support future applications, explanations of why a new product direction is technically unfeasible). * The Management Perspective. Managers of industrial research need to strike a balance between (1) providing a climate for innovation and (2) justifying the research investment from a business perspective. * The Academic Perspective. Transferring technology from academia to industry has its own challenges. Those in universities must develop alliances with industry that mutually benefit the academic institution and the commercial enterprise. | |||
| Criteria for Effective Groupware | | BIBAK | HTML | 157-158 | |
| Andrew F. Monk; Jean Scholtz; Bill Buxton; Sara Bly; David Frohlich; Steve Whittaker | |||
| The object of this panel is to identify criteria for effective groupware.
That is, criteria that can be applied either to guide design or to help a
purchaser select from alternative groupware applications. The criteria are
expected to be generally applicable and so we take a broad definition of
groupware. Panellists have been chosen with expertise in low bandwidth
groupware such as email and PDAs as well as higher profile multi-media
applications. Keywords: Groupware, CSCW, Evaluation, Design | |||
| Real Meets Virtual: Blending Real World Artifacts with Computational Media | | BIBAK | HTML | 159-160 | |
| Michael Eisenberg; Wendy Mackay; Allison Druin; Sheila Lehman; Mitchel Resnick | |||
| Panelists in this session will defend a variety of distinct visions for
integrating "real-world" and computational media. Our aim is to explore the
ways in which computers, and computer interfaces, can lend themselves to new
and enriched interactions with objects and to new paradigms of handicrafts --
with particular emphasis on the role of crafts and real-world objects in
education. Keywords: Real-world computation, Physical multimedia, Crafts, Educational computing,
Programmable brick | |||
| User Centered Design: Quality or Quackery? | | BIBAK | 161-162 | |
| John Karat; Michael E. Atwood; Susan M. Dray; Martin Rantzer; Dennis R. Wixon | |||
| Clearly User-Centered Design (UCD) is an activity that has entered the
collective CHI-consciousness to an extent that should make us confident that
usable systems are just around the corner. Of 18 large software producing
entities surveyed over the summer of 1995, all reported either to have at least
one documented UCD process in use or under development, or not to need one
because UCD activities were well understood by the people responsible for
carrying them out. However, scratching the surface of this utopian state
reveals that the revolution is far from complete. We do not have a clear
consensus about the boundaries of UCD (what constitutes a UCD method and what
does not). We are not in agreement about how central users should be in the
development of usable systems (If users design, what use are designers?). We
have not had enough experience with our processes, to tell that they really
lead to development of usable systems. This panel explores what we don't yet
know, and how we can try to know it. Keywords: User centered design, Design | |||
| Visualizing the Internet: Putting the User in the Driver's Seat | | BIBAK | 163-164 | |
| Nahum Gershon; Keith Andrews; Steven G. Eick; Jim Foley; William Ruh | |||
| Dealing with Internet resources, users, quite frequently, feel lost,
confused, and overwhelmed. The panel and the audience will discuss how
advances in interactive computer graphics and visualization software and
hardware could make the information distributed over the Internet more
intuitively searchable, accessible, and easier to use by people from all walks
of life and interests. Keywords: WWW, Internet, Visualization, Usability, World Wide Web, Computer graphics | |||
| Arranging to Do Things With Others | | BIBA | 165-167 | |
| Herbert H. Clark | |||
| Much of what we do we do with other people. We conduct business, gossip, play games, and take classes with others, both in person and through computers. Joint activities like these are advanced through sequences of brief joint actions. The problem is this. It takes delicate coordination against the common ground of the participants to initiate such actions. Person A has to arrange for person B (1) to commit to taking part (2) in a particular joint action (3) in a particular role (4) at a particular time and place. I will argue that people have principled ways of solving this problem, and that designers can and should leverage these principles when supporting these activities through computers and other technologies. | |||
| A New Look to the Art of Seeing | | BIBA | 168 | |
| Betty Edwards | |||
| In modern life, we are inundated by ever-growing quantities of data. The
trend toward computer-graphic displays of complex data seems to indicate a new
area of common ground for verbal, analytic, visual, and perceptual modes of
thinking. As computers take over more and more "left-brain" tasks, educators
are beginning to recognize the need for training the visual mode of thinking as
well as the verbal, analytic mode -- the traditional "3Rs" of schooling.
Compared with what we are capable of seeing, perceiving, and envisioning, what
we actually see is doubtless very limited. By cultivating perceptual skills,
we can increase our ability to derive meaning from complex verbal and numerical
information and to accomplish creative leaps of insight.
The first computers presented data in linear fashion -- strings of numbers, lines of data, largely without a visual component. Some interesting new research indicates that at a certain level of complexity, the linear, analytic mode of the brain just gives up. Consequently, computer programmers began to turn more and more toward visual displays of quantitative information. The reason this is working is that visual displays are easily understood. They are processed rapidly and globally, allowing for a view of the "big picture," unlike verbal, numerical data which must be expressed in a step-by-step linear fashion. The problem, however, is that visual presentations depend on excellent design. This is the common ground that is occurring. The good, even great designers of visual presentation are now working with the verbal, analytic, numerical information suppliers. Out of this common ground emerges a new need, the need for an aesthetic component in the visual display of quantitative information. We need visual displays which are beautiful and satisfying to look at, as well as being useful and informative. This, I believe, is where the experience of the artist can play a great role in bringing knowledge of the aesthetic experience to visual displays. The study of aesthetics has traditionally been regarded as a difficult, even murky field. To date, we do not have a completely satisfying definition of the aesthetic response. As designers, computer programmers, and information experts work together with artists, however, we can hope to see the concept of beauty emerging even in business decisions and in business leadership. Researchers interested in a recently developing field, the aesthetics of leadership, are calling for a new look at how we train individuals for leadership positions. | |||