| Students at CHI | | BIBAK | HTML | 315 | |
| Casey Boyd; Jennifer Kay | |||
| The Students at CHI SIG provides an open session where all students
attending CHI 96 can meet their peers while discussing graduate student issues.
The SIG is intended for the participation of graduate students (beginning
through senior), recent graduates, undergraduates, and friends. Keywords: CHI students, Graduate students, Thesis issues | |||
| From Technical Writer to Information Engineer: Adapting to a Changing Identity | | BIBAK | 316 | |
| Virginia Allen-Terry | |||
| Technical communicators in the computer industry are currently witness to a
paradigm shift in their identity. They are being solicited to perform roles,
ranging from technical writer, human factors engineer, editor and documentation
production specialist to multimedia specialist.
Their identity however remains ambiguous both within and outside the community. As borders between technical communities disappear with the widespread use of new technologies, writers must now be both engineers and communications specialists. This SIG allows us to share our experiences in order to identify the issues, with the ultimate goal of achieving success in this new environment. Part of that success is dependent on finding common ground between ours and other communities, particularly that of development engineers, wherein we can develop our added value. Keywords: Writing, Technical communications, Information engineering, Professional
identity | |||
| Worldwide HCI Professional Education | | BIBAK | HTML | 317 | |
| Marian G. Williams; Guy Boy | |||
| The goals of the SIG are to disseminate information about the SIGCHI working
group on HCI professional continuing education and to gather information and
ideas to guide the working group in their efforts to improve HCI professional
education worldwide. Keywords: SIGCHI, Education, Continuing education, CHI professional issues | |||
| Newcomers' Orientation | | BIBAK | 318 | |
| Bonnie Nardi; Gerrit C. van der Veer | |||
| This will be a special session devoted to helping newcomers get the most out
of their CHI conference experience. If you are a first time CHI participant,
please join us to meet the organization and volunteers responsible for the
Conference. The CHI 96 Technical Program Co-Chairs will offer suggestions on
how to get the most benefit from attending the conference, and volunteers will
be available to answer your questions. Keywords: CHI conference, SIGCHI, First time attendees | |||
| The CHI Tutorial Program: Building on Common Ground | | BIBAK | HTML | 319 | |
| Marian G. Williams; Mark W. Altom | |||
| The goal of the SIG is to provide a comfortable forum in which interested
people, no matter what their relationship to the tutorial program, may
contribute ideas for guiding the evolution of the CHI tutorial program. Keywords: SIGCHI, Tutorials, Education, Continuing education, HCI professional issues | |||
| Getting Started with Contextual Techniques | | BIBA | HTML | 320 | |
| 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, individuals and teams which want to adopt them must do so with no organizational support. In this SIG, we will use the experience of the organizers and others who have successfully adopted contextual techniques to produce a guide on how to get started. Participants will share their experience and knowledge while producing a guide useful to future practitioners. People wanting to use contextual techniques will have the opportunity to ask questions and raise issues, and will leave with a guide to help them get started. We will use the template below to structure the discussion for the SIG. We will collect participants' ideas and experience for each section, capturing points on-line. Following the session, we will consolidate the discussion into a simple a 2-5 page guide and send it to all participants. | |||
| CHI Ten Year View: A Community Discussion | | BIBAK | HTML | 321 | |
| Catherine R. Marshall; David G. Novick | |||
| In addition to providing a means for communicating the results of the CHI
Ten Year View workshop, this SIG will provide an opportunity for a larger set
of conference participants to contribute to refining and extending those
results. It also will provide an opportunity for interested members of the CHI
community to further address the focal issue of common ground as a community. Keywords: Future, Scenario, Planning, Education, Management, Career, CHI, HCI, Human
factors, CHI'06 | |||
| HCI and Users with Disabilities | | BIBAK | HTML | 322 | |
| Alistair D. N. Edwards | |||
| If you think of interfaces you have designed or built, how well do users who
are blind get on with accessing them? What about people who cannot use
keyboards, because of a manual impairment? If you have never asked these
questions, perhaps you should. If for no other reason, legislation now exists
which requires that suppliers of computer equipment must be able to demonstrate
that it can be used by people with disabilities. The purpose of this SIG will
be to bring together people asking those sorts of questions with those who have
been trying to answer them. CHI has a good record of sponsoring events related
to users with disabilities (panels, tutorials, papers); CHI attendees have a
bad record for turning up to them. However, it is no longer tenable to assume
that the needs of users with disabilities will be catered for by someone else;
'design for all' must be taken literally. CHI '96 is going to be a
particularly good opportunity to address these questions since it is being held
back-to-back with the ACM Assets Conference on Assistive Technologies. The SIG
will foster cross-over between the group.
* Can designing for users with special needs improve designs for all users?
* How can interface designers find out about how to make their interfaces more
accessible to people with disabilities? * Are there mainstream techniques and principles which can be applied to improve the design of adapted interfaces? * How does one convince a commercial company that it should expend resources in accommodating a small minority of potential users? * What are the implications of legislation, such as the Americans with Disabilities Act? * Will developments in multi-modal interfaces erect new barriers or provide new opportunities? * What are the roles of organizations such as ACM and the International Federation for Information Processing (IFIP)? Keywords: Disability, Design-for-all, Adapted interfaces, Legislation, Americans with
Disabilities Act (ADA) | |||
| Current Issues in Assessing and Improving Documentation Usability | | BIBAK | HTML | 323 | |
| 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 -- now in its seventh annual session -- 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 * Cost-justifying documentation usability programs Keywords: Documentation, Documentation usability, Information development,
Documentation standards, Usability testing, Product development | |||
| Corporate Pioneers -- Lessons Learned: Introducing and Promoting Usability Testing in a Corporate Environment | | BIBAK | HTML | 324 | |
| Lora Davenport | |||
| The goal of this SIG is for attendees to leave with ideas and techniques to
establish or enhance usability in their own organizations. It is designed for
the novice and the advanced usability professional.
The followings issues are covered during this session: * Gaining approval from the top down (executive approval) * Gaining approval from the bottom up (development teams) * Recruiting and hiring usability professionals * Managing usability resources and projects * Usability testing process improvements * Marketing usability within an organization * Processing the data * Usability lab equipment and facilities * Spreading the word on results * Training on usability methods Keywords: Usability, Tools, Corporate environment, Testing, Quality | |||
| Gender and Skill in Human Computer Interaction | | BIBAK | HTML | 325 | |
| Ellen Balka | |||
| The goals of this SIG are to bring HCI designers together to discuss gender
and skill as factors in the design process, to allow HCI designers interested
in questions related to gender and skill to share information, successes and
failures related to gender and skill in HCI work.
As HCI designers, we rely on notions of both gender and skill that often are not explicit in our work. When we bring gender and skill to the foreground of our work, several issues emerge, including: * How does gender come to bear on the dynamics of system design? * Are system users primarily men or women? * If system users are women, are there any physical or social factors that come to bear on their system use? * What are the implicit definitions of skill in use by designers? * Are definitions of skill tied to gender stereotypes? * If so, how might different conceptions of skill come to bear on system design? Keywords: Gender, Skill, Design approaches, Design strategies | |||
| User Requirements Analysis for the Home | | BIBAK | HTML | 326 | |
| Jean Scholtz; Michael Mateas; Tony Salvador; Doug Sorensen | |||
| Today many software firms do some form of user-centered design and
requirements analysis for their business products. As the computer moves more
and more into the home, these software firms are beginning to design products
for the home market. However, the home differs significantly from the business
world in the type of applications that are desired Some possible differences
might include the social nature of computing, amount of time available for
computing, reasons for interacting with technology, tolerance for technical
glitches etc. Moreover, there is much diversity in the types of users found in
the home -- age, computer ability, interests, social awareness etc. Therefore,
it seems imperative to do user requirements analysis and user-centered design
studies for the home market. There are several issues involved in this.
First, the HCI community is still evolving and defining methods for doing
requirements analysis and user-centered design work in the more established
business market. We think it is fair to say that these methods won't succeed
in the home. What are the reasons and what are the options for methodology to
elicit this information from the home? Secondly, the business market can often
be subdivided into "vertical markets" for the purpose of application definition
and design. Do "vertical markets" exist in the home market and if so, what are
possibilities for them?
The purpose of this SIG is to gather HCI professionals who are currently studying the home or are interested in studying the home. The discussion will focus on: the various methods that people have employed, the outcomes in using that particular methodology, issues or models of the home that emerge from these studies, and a discussion of the differences between business and home studies. Keywords: Ethnography, User requirements analysis, Design process, User-centered
design, Usability, Domain analysis, Home computing | |||
| The Amulet User Interface Development Environment | | BIBAK | HTML | 327 | |
| Brad A. Myers | |||
| Important features of Amulet include:
* A dynamic, prototype-instance object system that makes prototyping easier.
* Constraints integrated with the object system, so any value of any object can
be computed by a formula which is automatically re-evaluated whenever necessary. * A high-level object-oriented output graphics model that handles automatic refresh of objects when they change. * A high-level input model that makes it easy to add conventional and gestural behaviors to objects. * Built-in support for undo and help. * Flexible widgets, such as buttons, menus, scrollbars, text input fields and pull-down menus, implemented using the Amulet intrinsics, which you can easily parameterize or even replace with your own. * Interactive debugging tools, including an "Inspector." Keywords: User interface management systems, Toolkits, User interface development
environments, Interface builders, C++ | |||
| Introduction and Overview to Human-Computer Interaction | | BIBAK | 328-329 | |
| Keith 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 | |||
| User Interface Design for the World Wide Web | | BIBAK | 330-331 | |
| Jakob Nielsen; Annette Wagner | |||
| World Wide Web user interfaces need to be very easy to use since users are
not going to allow much time to learn a site given the large number of WWW
pages on the Internet. Keywords: World Wide Web, WWW, Hypertext, Hypermedia, Visual design, Icons, Home page
design | |||
| Designing Visual Interfaces: How to Create Communication -- Oriented Solutions | | BIBA | 332-333 | |
| Kevin E. Mullet | |||
| This tutorial describes a number of fundamental techniques applied routinely
in communication-oriented visual design. The orientation, process, training,
and culture of the visual design disciplines (graphic design, industrial
design, interior design, architecture) are essential components of effective
interface design. Unfortunately, few software developers or human factors
engineers receive any training in these disciplines. This tutorial describes
important design rules and techniques internalized by every visual designer
through coursework and studio experience. While mastery will indeed require
extended practice, the techniques we describe are not difficult to understand
and can be immediately applied to real-world problems.
We draw our background, training, and influence from the rational, functional, information-oriented perspective of the Modernist design ethic. Because all graphical user interfaces are communication systems, we believe their design should reflect these same values. Our tutorial is organized not along the traditional subdisciplines of color, typography, or ideation, but along the problems of graphical interface design as experienced in commercial software development. We describe basic design principles (the what and why), common errors, and practical techniques (the how) for each of the six major areas outlined below. | |||
| Structured Observation: Techniques for Gathering Information about Users in their Own World | | BIBAK | 334-335 | |
| Susan M. Dray | |||
| This tutorial will focus on why and how to do observations of users in their
own worksite. It will focus on practical application of techniques which can
help systems professionals incorporate user input early in the development
process. Keywords: User-centered design, Observation, Ethnography, Contextual inquiry,
Qualitative data, User profiles, User data collection, Usability, Tools and
techniques | |||
| Participatory Activities with Users and Others in the Software Life Cycle | | BIBAK | 336-337 | |
| Michael J. Muller | |||
| This tutorial extends conceptions of theory and practice in participatory
design, and in participatory activities more generally. Extensions in breadth
cover diversity in using participatory techniques in multiple phases of the
software development lifecycle, and diversity in practice within two
participatory methods. Extensions in depth consider theoretical and heuristic
approaches -- based in part on anthropology, cultural criticism, feminism, and
post-modernism -- to working with a mosaic of dissimilar people in terms of
mutual value, 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,
Usability assessment, CARD, PICTIVE, Bifocals, Participatory heuristic
evaluation, PANDA | |||
| CSCW, Groupware, and Workflow: Experiences, State of Art, and Future Trends | | BIBAK | HTML | 338-339 | |
| Jonathan Grudin; Steven Poltrock | |||
| Technology to support groups is rapidly coming into use and is starting to
have an impact on us, our organizations, and society. This course addresses
recent experiences, current possibilities, and future trends and shocks.
Lecture and video illustrations are accompanied by discussions in which
participants organize and present their collective experiences with and
interests in groupware and workflow technologies, and CSCW issues and methods.
The instructors summarize the current composition of the CSCW community and the
state of the art in technology, and organize discussion of fundamental
challenges that face us as users (and developers) of these technologies. Keywords: Groupware, Workflow, Computer-supported cooperative work, Coordination
theory, Organizational design, Sociotechnical evolution | |||
| User Interface Issues for Virtual Reality Systems | | BIBAK | 340-341 | |
| Chris Esposito | |||
| This tutorial presents many of the user interface issues a developer must
deal with when developing virtual reality (VR) systems, including virtual body
definition and control, choosing interaction devices and techniques, system
evaluation criteria, and choosing a development environment. Keywords: Virtual reality, 3D user interfaces, Stereo displays, Interaction
techniques, Tactile I/O, 3D Sound | |||
| Object-Oriented Design from User Scenarios | | BIBAK | HTML | 342-343 | |
| Mary Beth Rosson; John M. Carroll | |||
| The tutorial leverages HCI professionals' expertise in generating and
analyzing user tasks to teach the fundamentals of object-oriented design.
Students begin working on design projects immediately, creating object models
of user 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 individual scenario models to develop class
abstractions. Keywords: Object-oriented design, Scenarios, Object-oriented programming,
Scenario-based design | |||
| Managing the Design of the User Interface | | BIBAK | 344-345 | |
| 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, modem project life cycle, and presents
usability 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: User interface design, User profile, Task analysis, Usability goals, Style
guide, Conceptual model, Walkthroughs, Usability testing, Usability evaluation,
Usability organization, Cost-benefit analysis | |||
| Spatial Metaphors for User Interfaces | | BIBAK | 346-347 | |
| Werner Kuhn; Brad Blumenthal | |||
| Spatialized user interfaces incorporate spatial metaphors to structure and
represent the objects and operations of an application. Examples include
desktop or room metaphors and virtual cities or landscapes. Spatialized user
interfaces proliferated over the past few years, first popularized by
spatialized operating systems and then spreading into virtual reality and
multimedia gaming worlds as well as shared work spaces for CSCW. The awareness
of the potential benefits of spatialization is growing, but there is a lack of
systematic treatments. This one-day tutorial provides a grounding in the
concepts of spatialization and spatial metaphors and their application to user
interface design. Keywords: Spatial metaphors, Spatial cognition, Spatialization, Navigation, Hypertext,
Virtual reality, CSCW | |||
| Practical Usability Evaluation | | BIBAK | HTML | 348-349 | |
| 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: [H.5.2] User interface, Evaluation/methodology, [D.2.2] Software
engineering, Tools and techniques, User interfaces, [H.1.2] Information
systems, User/machine systems, Human factors | |||
| Design Lessons from the Best of the World Wide Web | | BIBAK | 350-351 | |
| Hagan Heller; David Rivers | |||
| This tutorial is intended to introduce web developers and would-be web
developers to techniques and principles that can assist in creating compelling
web sites. The presentation will include many examples of well designed and
poorly designed web sites based on a set of criteria. Design exercises will
reinforce the design principles, and time will be taken to review the exercises
to help avoid design pitfalls. Keywords: World Wide Web, Web design, Hypertext, Graphic design, Design rules | |||
| Interface Issues and Interaction Strategies for Information Retrieval Systems | | BIBAK | HTML | 352-353 | |
| Scott Henninger; Nicholas J. 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 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 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 is discussed in terms of its 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 | |||
| Contextual Inquiry: Grounding Your Design in User's Work | | BIBAK | 354-355 | |
| Dennis Wixon; Alicia Flanders; Minette A. Beabes | |||
| Contextual Inquiry [4] is a synthesis of ethnographic, field research and
participatory design [8] methods that provide designers with detailed knowledge
of user work which establishes a basis for design. The tutorial provides an
understanding of the fundamental principles of Contextual Inquiry and practical
experiences with methods for data gathering and analysis. Keywords: Contextual inquiry, Participatory design, Ethnographic methods, Qualitative
research, Requirements, System design | |||
| Interactive Television: A New Challenge for HCI | | BIBAK | 356 | |
| Barbee E. Teasley; Arnold Lund; Raymond Bennett | |||
| Interactive television (ITV) is a burgeoning new medium with exciting
possibilities and challenges for the CHI community. This tutorial provided a
basic introduction to the field by delving into three different aspects: the
market and scope of ITV, the types of and platforms for ITV, and how HCI
relates to designing applications for ITV. While most material was presented
in lecture format, the participants also worked on a small design problem which
was reviewed by others in the class. Keywords: Interactive television, User interface design, Applications, New media | |||
| Network Communities | | BIBAK | 357-358 | |
| John M. Carroll; Stuart Laughton; Mary Beth Rosson | |||
| A network community is a group of people whose communication and
collaboration over networks strengthens their shared goals and concerns.
Visions and possibilities for network communities are being discussed
throughout the computer industry, and throughout society. This tutorial will
survey network communities focusing on how they may impact human activities and
institutions. Keywords: Network communities, Remote collaboration, Internet Relay Chat, World-Wide
Web, Listserv, Newsgroups, Electronic bulletin boards, Gopher, Community
networks, Multi-user domains, Interactive video | |||
| Rapid Prototyping Using Visual Programming Tools | | BIBAK | 359-360 | |
| Kurt J. Schmucker | |||
| Commercially available visual programming tools offer an easily-learned and
efficient means for the production of custom software -- perhaps for a
dissertation project, a deployable prototype for user testing, or even just a
quick test of a new idea. This CHI tutorial provided an in-depth examination
of two of these tools, Novell's AppWare and Pictorius' Prograph CPX, as well as
an introduction to the area of visual programming. Keywords: Visual programming, Visual languages, Prograph, AppWare, Visual AppBuilder,
Prototyping, End-user programming, Authoring tools | |||
| Requirements, Models, and Prototypes for HCI Design | | BIBAK | 361-362 | |
| George Casaday; Cynthia Rainis | |||
| Requirements, Models, Prototypes (RMP) is a structured process for HCI
design for industrial software development teams. It consists of an organized
collection of ten design deliverables, templates for each, and a set of
practices. RMP is derived from the authors' ongoing experience and the HCI
literature of research and practice. It was devised to aid experienced
designers and to help beginners learn. The tutorial is intended for those
already familiar with basic HCI design who desire a more systematic approach. Keywords: Design process, Structured design, Usability requirements model, Prototype,
Formative evaluation, HCI design | |||
| Practical Interface Design: Getting the Most from Your Development Budget | | BIBAK | 363-364 | |
| Debra Herschmann | |||
| User interface designers are trained to strive for the ultimate interface,
one that is usable, effective and engaging. However, in a commercial
production environment, there are rarely sufficient resources to achieve the
ultimate interface. Tight deadlines, limited budget and staff, shifting
priorities and conflicting agendas all affect the final product design. In
such a setting, designers must revise their vision of the ultimate interface to
provide the best implementable and affordable user interface, one that can be
realized with the given resource constraints. Keywords: Constraints, Production environment, Cost estimation, Reducing
implementation cost | |||
| Smarter Usability Testing: Practical Techniques for Developing Products | | BIBAK | 365-366 | |
| Jared M. Spool; Carolyn Snyder; Mavis Robinson | |||
| The goal of usability testing is to get timely, useful information, but
doing this on a regular basis can be difficult and taxing. Planning and
conducting tests takes time, and if the development team doesn't get
information in a usable form, they will rightfully ignore the results. This
tutorial looks at usability testing from 3 angles -- planning, conducting
tests, and summarizing the data -- with an emphasis on practical suggestions
for making these activities more efficient while keeping them focused on the
users of the test results: the entire development team. Keywords: Usability testing, Usability evaluation, Prototyping, Low-fidelity
prototyping, Usability test facilitation, Data analysis, Product development,
Practical techniques | |||
| Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving | | BIBAK | HTML | 367-368 | |
| 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 which will be useful in interpreting design
guidelines and in making educated design judgments when design guidelines fail,
conflict, or are nonexistent. The demonstrations used emphasize basic general
phenomena with which any theory of memory or problem solving must deal. In
addition, the tutorial suggests some of the implications of these phenomena for
designing interactive computing systems. Keywords: Memory, Problem solving, Design, Models of the user | |||
| Interface Agents | | BIBAK | 369-370 | |
| Pattie Maes; Alan Wexelblat | |||
| This course covers the basics of material related to the design and
implementation of software agents: semi-intelligent programs which assist users
with their computer-based tasks and activities. Keywords: Agents, Adaptive interface, Machine learning, Personalized software | |||
| Designing Icons and Visual Symbols | | BIBA | HTML | 371-372 | |
| William Horton | |||
| With the proliferation of graphical user interfaces, the need for clearly designed icons has become critical. Unfortunately, not all icons are clear and easy to understand. It is my belief that icon design should be more of a science and less of an art. | |||
| Contextual Design: Using Customer Work Models to Drive Systems Design | | BIBAK | HTML | 373-374 | |
| 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 in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present the process by which we build and use the models and practice key steps. We show how these methods fit into the overall design process, and summarize Contextual Design, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is 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: Analysis methods, Design techniques, Customer-centered design, Ethnography,
Usability engineering, Methodology, Team design, Domain analysis, Work
modeling, Software engineering, Task analysis, User models, User studies work
analysis | |||
| Participatory GUI Design from Task Models | | BIBAK | HTML | 375-376 | |
| Tom Dayton; Joseph Kramer; Al McFarland; Monica Heidelberg | |||
| This tutorial provides practical experience in using an object-oriented (OO)
graphical user interface (GUI) design model, participatory OO methods, low-tech
materials, and iterative usability testing, to design a GUI that conforms to
multiple GUI platform styles. Participants turn user data (a previously done
task flow) into a GUI design via the bridge of mapping the task flow into
abstract task objects and mapping the task objects into GUI objects such as
windows. They fill in the GUI's foundation, such as the menus, by using
multiplatform design guidelines. Keywords: PD, PANDA, User-centered design, UCD, Usability engineering, Human-computer
interaction, HCI, Prototyping | |||
| Dynamics of Color | | BIBAK | HTML | 377 | |
| Ati Gropius Johansen; Hal Shubin | |||
| This is a hands-on introduction to the interaction, potential and behavior
of color based on the teaching of Josef Albers and the method of Bauhaus
foundation courses. Personal discovery rather than theory is emphasized. Keywords: Visual design, Graphic design, Color | |||
| Interviewing Customers: Discovering What They Can't Tell You | | BIBAK | HTML | 378-379 | |
| Ellen A. Isaacs | |||
| Product designers typically talk to customers in an effort to better
understand their needs. However, without interviewing skills and an
understanding of the types of information people can provide about themselves,
interviewers may collect little useful information or even misleading
information. This tutorial provides a practical approach to interviewing
customers. It focuses on three areas: (a) the types of information you should
(and should not) expect to learn from interviews, (b) good interviewing
techniques, and (c) methods for analyzing the large volumes of information
collected in interviews. The tutorial makes heavy use of demonstrations and
exercises to give the participants hands-on experience with preparing and
conducting interviews as well as analyzing information collected. Keywords: Interviewing, Customer needs, Requirements gathering | |||
| Multimedia Authoring Tools | | BIBAK | 380-381 | |
| Michael D. Rabin; Michael J. Burns | |||
| This tutorial provides an introduction to multimedia authoring tools. We
contrast these tools with presentation packages and with programming languages.
We also describe some of the most important features to look for when selecting
a multimedia authoring tool for a project -- whether PC-based or Web-based, and
we give an overview of the most popular multimedia authoring tools currently on
the market. Multimedia authoring concepts and procedures are demonstrated by
highlighting two of the more popular authoring tools, Director and Authorware,
as well as World Wide Web publishing tools. Keywords: Multimedia, Authoring, Programming, World Wide Web, Director, Authorware | |||
| Structural Issues in Multimedia Design | | BIBAK | 382-383 | |
| Linn Marks Collins | |||
| This tutorial addresses the structural issues that emerge in the context of
designing and developing a range of interactive multimedia applications, from
those with basic navigational structures, such as branching and elaboration, to
those with complex discourse structures, such as interactive narratives and
interactive essays. Topics include basic interactive structures; complex
interactive discourse structures; and the kinds of global representations of
content, or conceptual macrostructures [1], that are appropriate for various
kinds of content and applications. Concepts are illustrated with examples from
the World Wide Web, commercial products, and research prototypes. Keywords: Multimedia, Interactivity, Navigational structure, Discourse structure,
Content representation, User interface | |||
| Interactive Learning Environments: Where They've Come From and Where They're Going | | BIBAK | 384-385 | |
| Elliot Soloway | |||
| 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 | |||
| Dynamic Timelines: Visualizing the History of Photography | | BIBAK | HTML | 386-387 | |
| Robin L. Kullberg | |||
| This research reinvents the traditional timeline as a dynamic,
three-dimensional framework for the interactive presentation of historical
information. An experimental visualization of the history of photography uses
visual techniques such as infinite zoom, translucency, and animation to present
a database of over 200 annotated photographs from the collection of the George
Eastman House. Dynamic, interactive design solutions address the communicative
goals of allowing seamless micro and macro readings of information at several
levels of detail and from multiple points of view. Keywords: Three-dimensional visualization, Visual design, Interaction design, Cinema | |||
| Visualizing Large Trees Using the Hyperbolic Browser | | BIBAK | HTML | 388-389 | |
| John Lamping; Ramana Rao | |||
| We demonstrate a focus+context (fisheye) scheme for visualizing and
manipulating large hierarchies. Our approach is to lay out the hierarchy
uniformly on the hyperbolic plane and map this plane onto a circular display
region. The projection onto the disk provides a natural mechanism for
assigning more space to a portion of the hierarchy while still embedding it in
a much larger context. Change of focus is accomplished by translating the
structure on the hyperbolic plane, which allows a smooth transition without
compromising the presentation of the context. Keywords: Hierarchy display, Information visualization, Fisheye display, Focus+context
technique | |||
| The Influence Explorer -- a Tool for Design | | BIBA | HTML | 390-391 | |
| Lisa Tweedie; Bob Spence; Huw Dawkes; Hua Su | |||
| This video demonstrates the Influence Explorer, an interactive visualisation tool to support engineering design. The video uses a simplified example related to light bulb design to demonstrate the complex multivariate nature of such problems. We then try to show how interactive visualisation allows fluent exploration of this problem and subsequent acquisition of insight. | |||
| LifeLines: Visualizing Personal Histories | | BIBAK | HTML | 392-393 | |
| Brett Milash; Catherine Plaisant; Anne Rose | |||
| In our project for the Maryland Department of Juvenile Justice we are
developing new techniques to visualize youth records. By showing multiple
timelines with selectable markers to retrieve detailed information, overviews
are always available even for complex records. Data can be zoomed and
filtered, and related events can be highlighted. We show how this technique
can be used to visualize medical patient records and other personal histories. Keywords: Visualization, History, Timeline, Personal record, Justice, Medical record,
Screen design, Overview, Screen management | |||
| Visualizing Information Retrieval Results: A Demonstration of the TileBar Interface | | BIBAK | HTML | 394-395 | |
| Marti A. Hearst; Jan O. Pedersen | |||
| The TileBars interface is a graphical tool for users of information access
systems, that shows the relationship between the terms in a query and the
documents that are retrieved in response to that query. TileBars
simultaneously and compactly indicate relative document length and query term
overlap, frequency and distribution. The patterns in a column of TileBars are
meant to help users make fast judgments about the potential relevance of the
retrieved documents. An unexpected benefit of the interface is that because it
requires users to specify their queries as a list of topics, better rank
orderings can be obtained than with standard information retrieval ranking
mechanisms. Keywords: Information retrieval, Information access, Full-length text, Visualization | |||
| Exploring Information with Visage | | BIBAK | HTML | 396-397 | |
| Peter Lucas; Steven F. Roth | |||
| The Visage prototype responds to data-intensive work environments where
users, exploring and analyzing data, struggle to make useful multiple
applications with disparate visualizations of potentially related information.
Visage seeks to coordinate the exploration, analyses, and visualizations of
information regardless of their source or type. This coordination is
accomplished by using an information-centric approach to user interface design
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 data visualizations and a
briefing tool that supports the conversion of visual displays used into
interactive presentation slides. Keywords: Data visualization, Graphics, Data exploration, User interface environment | |||
| SILK: Sketching Interfaces Like Krazy | | BIBAK | HTML | 398-399 | |
| James A. Landay | |||
| Current interactive user interface construction tools are often more of a
hindrance than a benefit during the early stages of interface design. These
tools take too much time to use and force designers to specify more of the
design details than they wish at this stage. Most designers prefer to sketch
early interface ideas on paper. I have developed an interactive tool called
SILK that allows designers to quickly sketch an interface using an electronic
pad and stylus. SILK preserves the important properties of pencil and paper: a
rough drawing can be produced very quickly and the medium is very flexible.
However, unlike a paper sketch, this electronic sketch is interactive. The
designer can illustrate behaviors by sketching storyboards, which specify how
the screen should change in response to end-user actions. In addition, it can
be semi-automatically transformed into a complete, operational interface in a
specified look-and-feel. Keywords: Design, Sketching, Prototyping, Gestures, SILK | |||
| TIME: Three-Dimensional Input, Modification and Evaluation | | BIBAK | HTML | 400-401 | |
| Maarten Gribnau; Gert Pasman | |||
| Simple intuitive manipulation of three-dimensional objects is needed for the
conceptualizing phase of design. Present CAD systems do not allow for the
quick and interactive generation and development of objects, which are based
more on free-form ideas than on hard numerical input. This video presents a
prototype envisionment that uses intuitive 3D sketch input with two hands. Keywords: Tactile or gestural I/O, Visualization, Input devices, Two handed input | |||
| NEIMO, a Multiworkstation Usability Lab for Observing and Analyzing Multimodal Interaction | | BIBAK | HTML | 402-403 | |
| Joelle Coutaz; Daniel Salber; Eric Carraux; Nathalie Portolan | |||
| NEIMO is a generic and flexible multiworkstation usability lab that supports
the observation and analysis of multimodal interaction as well as Wizard of Oz
experiments. It captures behavioral data at multiple levels of abstraction
from keystroke to high level tasks. In the near future, it will be used to
study the relevance of multimodality for telecommunication tasks. Keywords: Usability testing, Usability lab, Multimodal interaction, Wizard of Oz
usability testing | |||
| Light Switch Exploration Video 25th June 1995 | | BIBAK | 404-405 | |
| Sam Hecht | |||
| The Light Switch Exploration is the first in a series of self-initiated
projects undertaken by industrial designers at the San Francisco office of IDEO
Product Development. Each project aims to explore the world of a specific
product. The benefits of this exploration, beyond those delivered through the
individual designs, are to expand both the group's and each designer's range of
thinking. The group deliberately chose the humblest of product interfaces for
exploration, asking that the test of success be in the using. It was felt
strongly that this type of project would indirectly inspire the more complex
products IDEO designers usually work on, and which the layman eventually must
operate. The approach taken was heavily rooted in both a large vocabulary of
materials and the appraisal of a light switch within its environment. The
group intends to extend the concept of 'using,' by holding an exhibition where
the public can try the switches for themselves. Keywords: Industrial design, Interaction design, Light switches, Metaphor, Product
design | |||
| Adaptive User Interfaces with Force Feedback | | BIBAK | HTML | 406-407 | |
| Christophe Ramstein; Jean-Francois Arcand; Martin Deveault | |||
| A software and hardware system related to the design of a force feedback
assistance service (FAS) for human-computer interfaces is described. FAS is a
service which can be applied to human-computer interfaces utilizing a force
feedback pointing device. The force feedback device guides the user's hand in
order to facilitate direct manipulation tasks either for training or for
improving performance and comfort. Artificial neural networks are used to
adapt, in real-time, to the user's task. In order to facilitate the design and
understanding of the FAS, a Wizard of Oz technique was designed. Keywords: Adaptive multimodal user interface, Force feedback, Human-computer interface
design, Artificial neural networks | |||
| Temporal Typography: A Proposal to Enrich Written Expression | | BIBAK | HTML | 408-409 | |
| Yin Yin Wong | |||
| This paper proposes "temporal typography" as an area of study which
incorporates the dynamic visual treatment of text as an extension of written
language. Design examples presented in the video show the expressive power of
time -- varying typographic form to convey emotion and tones of voice. Several
expressive examples are called out in this paper and discussed. As a part of
our ongoing research, we have developed a scheme which allows for the
description of typographic expressions that change dynamically over time. The
examples were constructed using a software tool, exPress, along with a
scripting language based on the scheme. Keywords: Typography, Temporal, Dynamic text presentation, Graphic design | |||
| Lifestreams: An Alternative to the Desktop Metaphor | | BIBAK | HTML | 410-411 | |
| Scott Fertig; Eric Freeman; David Gelernter | |||
| We contend that managing one's own electronic world can be a frustrating
task for most computer users, requiring too many separate applications, too
many file transfers and format translations, the invention of too many
pointless names and the construction of organizational hierarchies that too
quickly become obsolete. What is needed is a metaphor and system for
organizing the electronic "bits of paper" we all so easily collect, whether we
create them ourselves or they come to us in the form of email, downloaded
images, web pages, or scheduling reminders. Lifestreams is such a system. Keywords: Desktop metaphor, Information retrieval, Filtering, Hierarchical file
systems, Reminding, Organization, Information overload | |||
| Improvisational Animation | | BIBAK | 412-413 | |
| Athomas Goldberg; Ken Perlin | |||
| We are developing software tools for authoring real-time applications
involving virtual actors. The actors have mood, presence and personality.
They follow a script, using body language and gesture to convey an interactive
story that has been scripted beforehand by an author. Scripts can contain
random elements, so the same story is never told twice.
As the story unfolds, end-users participate and become part of the story by controlling an actor, by interacting with actors, or by giving instructions to the story telling system. For example, as two actors are embroiled in an argument, a user might instruct his actor to leave the room, or to end the argument by conceding. The virtual actors adapt as changes in the story occur, using guidelines from their scripts to decide how to respond and behave. In this video, we present the history of our research in Improvisational Animation and discuss some of the principles involved in creating animated virtual actors who perform autonomously in real time and how this can be applied to the creation of compelling interactive experiences which allow for endless possibilities, yet always conform to the framework established by author and animator. Keywords: Agents, Entertainment, Networks, Programming Environments, Virtual reality | |||
| Browsing Anatomical Image Databases: A Case Study of the Visible Human | | BIBAK | HTML | 414-415 | |
| Chris North; Flip Korn | |||
| This video demonstrates two user interface prototypes for browsing the
National Library of Medicine Visible Human dataset on the internet. The first
uses a graphical approach and demonstrates a general interface for exploring
volumetric data. The second uses a textual approach for exploring hierarchical
information containing inter-relationships. Keywords: User interface, Information exploration, Digital library, Medical imaging,
Volume visualization, Hierarchical information, Network access | |||
| The WebBook and the Web Forager: Video Use Scenarios for a World-Wide Web Information Workspache | | BIBAK | HTML | 416-417 | |
| Stuart K. Card; George G. Robertson; William York | |||
| The World-Wide Web has achieved global connectivity stimulating the
transition of computers from knowledge processors to knowledge sources, but the
Web and its client software are seriously deficient for supporting user
interactive use of this information. In particular, there is no support for
the concept of a user workspace. This video presents the Web Forager and the
WebBook, an information workspace that enables rapid interaction with materials
gleaned from the Web. Keywords: 3D graphics, User interfaces, Information access, World-Wide Web,
Information workspace, Workspace | |||
| The DeckScape Web Browser | | BIBAK | HTML | 418-419 | |
| Marc H. Brown; Robert A. Shillner | |||
| This video shows DeckScape, an experimental World-Wide Web browser.
DeckScape uses the metaphor of a deck of playing cards, where each card is a
Web page, and each deck is displayed in its own window. As the user traverses
links, new pages appear on top of the deck. Users can circulate through the
pages in a deck, move and copy pages between decks, and so on. The primary
contributions of DeckScape are "away" pages and a general-purpose way to
organize Web pages such as hotlists, page expansions, and query results. Keywords: Interactive user interfaces, Information navigation, Interaction techniques,
World-Wide Web, Mosaic | |||
| Manipulation in Virtual Environments | | BIBAK | HTML | 420 | |
| Christine L. MacKenzie; Kellogg S. Booth | |||
| The goals of this workshop on Manipulation in Virtual Environments are:
1. to identify common ground, common issues, common misconceptions, common
problems, 2. to provide opportunities for learning from one another, collaboration, sharing solutions, 3. to develop the beginnings of a common vocabulary for more effective communication, and 4. to identify future directions, for research and application. The workshop will provide a forum for researchers and practitioners to share their issues and insights, and to develop a common vocabulary in this rapidly developing area. The workshop report will update CHI members on the state-of-the-art for manipulation in virtual environments. Keywords: Grasping, Grasping space, Grippers, Haptics, Motor control, Opposition
space, Orienting, Positioning, Teleoperation, Telemanipulation, Telesurgery,
User interfaces, Viewpoint, Virtual arm, Virtual finger, Virtual hand, Virtual
objects, Virtual reality, Vision | |||
| The User Model as a Discipline for Interface Design | | BIBA | 421 | |
| Matt Belge; Kate Ehrlich | |||
| This workshop is for UI design practitioners who consciously work on the set of underlying concepts that users must understand in order to use a given system. This set of concepts we are calling the user model. The workshop seeks to bring practitioners together to exchange information regarding the best techniques to develop user models. Theoreticians who work on formal methods (such as GOMS) with interest in contributing their insights to the practice of developing user models will be welcome. | |||
| The HCI Professional as Consultant | | BIBK | 422 | |
| Lauren Schwartz; Heather Desurvire | |||
Keywords: Usability, HCI specialists, Consultants, Organizational acceptance | |||
| HCI Issues of the World Wide Web | | BIBA | 423 | |
| Keith Instone; Steven Pemberton | |||
| The goals of this workshop are fourfold:
* to identify areas with HTTP and HTML where the HCI community can usefully
contribute to the development of the Web from the user's viewpoint * to initiate a plan of action to get the HCI community involved with the technical issues of the Web * to initiate an analysis of good practice on the Web, with the aim of providing an information service to users * to continue discussion on the structure and content of information pertaining to HCI that we should be making available on the Web. | |||
| Formal Methods in Computer-Human Interaction: Comparison, Benefits, Open Questions | | BIBK | 424 | |
| Fabio Paterno; Gregory Abowd; Philippe Palanque | |||
Keywords: Interactive systems, Formal methods, Notations and models, User interface
properties | |||
| Educating HCI Practitioners: Evaluating What Industry Needs and What Academia Delivers | | BIBAK | 425 | |
| Mary Czerwinski; Laurie P. Dringus; Andrew Sears; Barbara Bernal Thomas | |||
| GOALS
1. Identify HCI skills and knowledge that industrial representatives must teach
recent graduates. 2. Identify and discuss techniques academia can use to convey HCI issues to students to prepare them for industry work. Keywords: Education, Industry, HCI issues, Academic-industrial collaboration | |||
| Psychological Issues of Virtual Environment Interfaces | | BIBAK | HTML | 426 | |
| Casey Boyd; Rudy Darken | |||
| The purpose of this workshop is to provide a common ground for the diverse
research into the psychology of virtual environments (VEs). There is a small
but growing research community investigating these issues, but there is no
research forum devoted to them. Publications on the psychology of VE
interaction are scattered across various conferences and journals. Keywords: Cognitive psychology, Ecological psychology, Evaluation, Interface design,
Perceptual psychology, Usability, Virtual environments | |||
| Towards an International Information Interface | | BIBAK | 427 | |
| Alison Popowicz-Toon; Eviatar Shafrir | |||
| The aim of this two-day workshop is to draw up a set of best practices and
guidelines for access to information by an international audience. The
workshop will share success-and-horror-story experiences with different
information interfaces, and use brainstorming techniques to compile and expand
the best-practices and guidelines.
How can we provide an information solution that satisfies the requirements of a world-wide audience? What do we need to be aware of? Information providers who are used to dealing with an English-speaking, local audience are not always aware of the difficulties encountered by the users of their products and services in other countries. The difficulties are not always language or translation problems: they may be caused by servers, systems or support being unavailable outside of USA working hours, or by differences in "standard" paper size, or by disparate cost structures for Internet access. In studying several examples of international information interfaces, the workshop participants will share and learn good working practices -- and practices to be avoided. Keywords: Localization, Internationalization, Translation, Culture, CD-ROM, WWW,
Internet, Usability, Best practices | |||
| Corporate Strategy and Usability Research: A New Partnership | | BIBAK | HTML | 428 | |
| Judee Humburg; Stephanie Rosenbaum; Judith Ramey | |||
| Usability research findings can contribute strategically to the definition
of a product family during early planning and design. Rather than waiting for
user-testing of prototypes, we can learn about user task habits, preferences,
and concerns to identify product opportunities and help define a product's
business direction and market positioning. Early usability research methods
can collect specific user data needed to plan the product scope, a compelling
feature set, and early design prototypes.
This workshop expands on the organizers' previous CHI tutorials to explore how practitioners apply early and iterative usability research as a strategic tool: partnering with other groups in our companies, building cross-functional teams of usability, marketing, development, and support people. The workshop brings together practitioners who have: * Incorporated iterative usability research into the phases of the product planning and development process * Evaluated the trade-offs of investing limited usability resources during these phases * Tried to establish usability research processes and findings as contributors to the strategic planning efforts in their organizations * Attempted to build cross-functional teams to achieve this vision Keywords: Business direction, Cross-functional teams, Customer data collection, Design
methodologies, Market positioning, Partnering, Product development cycle,
Product life cycle, Strategic planning, Usability, User-centered design, User
data collection | |||
| Transforming User-Centered Analysis into Concrete Design | | BIBAK | 429 | |
| Larry E. Wood; Ron Zeno | |||
| There seems to be little published information available on specific
techniques for transforming the results of user work/task analysis into a GUI
interface. Therefore, we are organizing a workshop to document how experienced
designers use the information from task analysis, principles of interaction
design, and interface components to produce preliminary GUI designs. Keywords: GUI design, Analysis, Procedures, Requirements | |||
| CHI Ten Year View: Creating and Sustaining Common Ground | | BIBAK | HTML | 430 | |
| Catherine R. Marshall; David G. Novick | |||
| The first goal of this workshop is to create and document a set of three
scenarios that describe alternative futures based on the following questions:
* What will be the state of the CHI community in the year 2006?
* What kind of work will the members of that community be doing?
* What will they consider to be the key issues and research questions of the
day? * What will be the nature of the social and technological context in which their work will occur? * What educational preparation and work experience will characterize a successful CHI professional? * What body of knowledge and set of skills will form the common ground of the field? The second goal of the workshop will be to use the scenarios to address further the subject of common ground. Keywords: Future, Scenario, Planning, Education, Management, Career, CHI, HCI, Human
factors, CHI'06 | |||
| Designing the User Interface for Speech Recognition Applications | | BIBAK | 431 | |
| Amir Mane; Susan Boyce; Demetrios Karis; Nicole Yankelovich | |||
| During the last decade there has been significant progress in the
development of Automatic Speech Recognition (ASR) systems. As a result of
technical advances in speech modeling techniques, recognition search
strategies, and other areas, combined with the increased processing power of
workstations and PCs, large vocabulary continuous speech recognition is now
feasible even under the constraints and demanding conditions imposed by the
public switched telephone network. These new technical capabilities, along
with advances in Natural Language Processing, have opened up the possibility of
new services and applications, and have made it possible to incorporate more
natural styles of human-computer verbal interactions. The purpose of this
workshop is to bring together a small group of researchers and practitioners to
focus discussion on how to design applications and services that rely on speech
as the primary medium for communication between the user and the system. Our
goal is to increase participants' understanding of the issues that face
designers of such systems, exchange ideas and information, and increase
communication among the diverse groups involved in speech recognition. Keywords: Automatic Speech Recognition, Natural Language Processing | |||
| User Centered Design Principles: How Far Have They Been Industrialised? | | BIBAK | HTML | 432 | |
| Ian McClelland; Bronwen Taylor; Bill Hefley | |||
| The workshop will examine how far industry has incorporated user-centred
design principles into their product and system development processes. Issues
to be explored include:
- how far are UCD principles recognised as relevant to the business objectives?
- how far are UCD practices in need of adaptation as the "usability issue"
becomes more widely applied to many product areas beyond traditional areas of HCI? By working in groups during the workshop we plan to identify: - the key components required for an effective and successful UCD process, - the essential skill bases (established and emerging), - the enablers and constraints associated with managing "quality of use" in practice. It is intended that the results of this workshop will be reported in the SIGCHI bulletin and/or Interactions. Keywords: User-centred design, Process improvement, Usability engineering, User
involvement | |||
| User Autonomy: Who Should Control What and When? | | BIBA | HTML | 433 | |
| Batya Friedman; Helen Nissenbaum | |||
| In this workshop we are concerned with understanding the relationship
between user autonomy, the user interface, and computer system design. By
autonomy we mean the capability to act on the basis of one's own decisions; to
be guided by one's own reasons, desires, and goals. When actions are unduly
constrained or restricted then autonomy may be diminished or violated.
Evaluating the interface and system design in relation to user autonomy
involves uncovering the extent to which systems either enhance or diminish
autonomy.
Workshop goals: * To explore with colleagues the meaning and value of user autonomy, the nature of the relationship between user autonomy and control of computer systems, and the elements of interface and system design that affect user autonomy. * To provide a forum (opportunity) for colleagues to discuss issues of user autonomy in computer systems that have arisen from their own design experiences. * To work with colleagues to identify positive designs and abuses of user autonomy in computer systems. * To work with colleagues to generate design principles for protecting user autonomy in the design of future systems. | |||
| A Future for E-Mail | | BIBA | HTML | 434 | |
| Stacey L. Ashlund; Steven Pemberton | |||
| The goal of this workshop is to address these and related problems from a
usability point of view, for example:
* How can we handle the problem of information overload? Is the usefulness of
agents hindered by issues of reliability and trust? Is the overhead of setting them up and maintaining them prohibitive? * Will there be a necessary integration of e-mail with related technologies, such as groupware and the World Wide Web? * Is the lack of standardization of e-mail (front-ends and back-ends) a problem? * How can large-volume sources of e-mail, such as mailing lists and "listservs", be kept manageable? Is there a need to address social issues, such as etiquette in e-mail application UI's? Are grassroots evolving standards an indication of what's needed? * How can the issues pertaining to realistic usability testing e-mail be solved, e.g., creating sample "data" (messages, folders, aliases, etc.)? Are testing results impaired by using such fake e-mail in testing, due to ethnographic observation and privacy issues? * What are some possible software and user interface technological solutions to these problems? | |||
| Retrospective on Pre-Conference Activities | | BIBAK | 435 | |
| Bonnie A. Nardi; Gerrit C. van der Veer | |||
| Prior to the CHI 96 conference several activities took place that were
attended by relatively small groups. A global overview of the content of this
meetings will be of interest to CHI attendees. Keywords: Workshops, Doctoral consortium, Basic research symposium, ASSETS | |||