| Evaluation -- Methodology for Telematic Application Systems: Quality for Users and Context | | BIBK | HTML | 121 | |
| J. H. Erik Andriessen; Bert Arnold | |||
Keywords: Telematics applications, Evaluation, Design methodology, User requirements,
Context of use, Psychological impact, Social impact, Organizational impact | |||
| Corporate Pioneers Part II -- Lessons Learned: Introducing and Promoting Usability Testing in a Corporate Environment | | BIBK | HTML | 122 | |
| James Geyerman | |||
Keywords: Usability, Tools, Corporate environment, Testing, Quality | |||
| The HCI Educator's Open House: Exchanging Resources, Delivery Formats, Learning Strategies and Future Concerns | | BIBK | HTML | 123 | |
| Laurie P. Dringus; Maxine S. Cohen | |||
Keywords: HCI education, Professional networking, HCI resources | |||
| Visual Interaction Design: Designing the Quality Experience | | BIBK | HTML | 124 | |
| Shannon Ford; Dan Boyarski | |||
Keywords: Visual interaction design, Experience, Design criteria, Case studies | |||
| Measuring Website Usability | | BIBK | HTML | 125 | |
| Jared M. Spool; Tara Scanlon | |||
Keywords: Web design, Usability testing, Usability evaluation, Searching | |||
| ACM SIGCHI Information Infrastructure | | BIBA | HTML | 126 | |
| Gary Perlman; Keith Instone | |||
| We describe recent improvements to the ACM SIGCHI information infrastructure, mainly in the SIGCHI Web site and SIGCHI use of the ACM LISTSERV for mailing lists and aliases, and how they have been applied to provide general information, support committees, publications and conferences, and technical discussions. We then describe some key areas where volunteers are needed to improve SIGCHI information services, particularly in the area of databases. | |||
| Managing the Information Technology Infrastructure: HCI Design for Network and System Management Applications | | BIBK | HTML | 127 | |
| Thomas M. Graefe; Dennis Wixon | |||
Keywords: HCI design, Network management, Agents, Expert systems, Visualization,
Electronic performance support | |||
| Visual Interaction Design | | BIBK | HTML | 128 | |
| Loretta Staples | |||
Keywords: Design, Graphic design, Visual design, Interaction design, Product design,
Industrial design, Information design, Special interest group, Special interest
area | |||
| Captology: The Study of Computers as Persuasive Technologies | | BIBK | HTML | 129 | |
| BJ Fogg | |||
Keywords: Psychology of HCI, Persuasion, Influence, Agents, Interaction design | |||
| Students at CHI | | BIBK | HTML | 130 | |
| Michael Byrne; Stacie Hibino | |||
Keywords: CHI students, Graduate students, Thesis issues | |||
| Improving International Communication and Cooperation in SIGCHI | | BIBK | HTML | 131 | |
| David G. Novick; John Karat; Michel Beaudouin-Lafon | |||
Keywords: SIGCHI, International cooperation, Community | |||
| End-User Computing | | BIBK | HTML | 132 | |
| Howie Goodell | |||
Keywords: End-user computing, User programming, Machine control, Application-specific
languages, Programming by Demonstration | |||
| Usability and Requirements: What Role can Usability Professionals Play in Requirements Definition? | | BIBK | HTML | 133 | |
| Elizabeth Muncher | |||
Keywords: Requirements, Methodologies, Product development | |||
| The Amulet User Interface Development Environment (SIG) | | BIBK | HTML | 134 | |
| Brad A. Myers | |||
Keywords: User interface management systems, Toolkits, User interface development
environments, Interface builders, C++ | |||
| Art and Design Student Demos | | BIBK | HTML | 135 | |
| Gillian Crampton Smith; Dan Boyarski | |||
Keywords: Education, Design, Interaction design, Artists/designers, Master's programs,
Student work | |||
| Contextual Techniques: Seeing Design Implications in Data | | BIBK | HTML | 136 | |
| Karen Holtzblatt; Hugh Beyer | |||
Keywords: Analysis methods, Design techniques, Customer-centered design, Ethnography,
Usability engineering, Team design, Domain analysis, Work modeling, Software
engineering, Task analysis, User models, User studies, Work analysis | |||
| Current Issues in Assessing and Improving Documentation Usability | | BIBK | HTML | 137 | |
| Stephanie Rosenbaum; Laurie Kantner | |||
Keywords: Documentation, Documentation usability, Information design, Information
development, Documentation standards, Usability testing, Product development | |||
| Human-Computer Interaction: Introduction and Overview | | BIBAK | HTML | 138-139 | |
| Keith A. Butler; Robert J. K. Jacob | |||
| 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, Theory, Analysis methods, Interaction styles,
Interaction hardware, User interface software, User interface management
systems | |||
| User Interface Design for the WWW | | BIBAK | HTML | 140-141 | |
| Jakob Nielsen | |||
| You are up against a million other Web sites: how do you get users to stay
at your site? Only by providing valuable content and a highly usable
interface. Cool is getting cold. Keywords: WWW, World Wide Web, Web, Hypertext, Usability | |||
| Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving | | BIBAK | HTML | 142-143 | |
| 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 | |||
| Developing Collaborative Applications Using the World Wide Web "Shell" | | BIBAK | HTML | 144-145 | |
| Alison Lee; Andreas Girgensohn | |||
| The World Wide Web is often viewed as the latest and most user friendly way
of providing information over the Internet (i.e., server of documents). It is
not customarily viewed as a platform for developing and deploying applications.
In this tutorial, we introduce and demonstrate how Web technologies can be used
in combination with Web browsers to design, create, distribute and execute
collaborative applications. We discuss how HTML in combination with CGI
scripts, JavaScript, and Java can be used to develop interactive and
collaborative applications. We discuss recent extensions and additions that
support sophisticated application development as well as the constraints with
the WWW 'Shell' approach. The term World Wide Web 'Shell' is used in a manner
analogous to the use of the term Expert System Shell. Specifically, the
components of the WWW provide basic functionality and services for developing
application in much the same way as an expert system shell provides components
for developing expert system applications. Keywords: Collaborative applications, Interactive applications, Forms, HTML, MIME,
CGI, HTTP, URL, Java, JavaScript, Web server, Web browsers, Software
development | |||
| Designing Icons and Visual Symbols | | BIBA | HTML | 146-147 | |
| William Horton | |||
| Problems with icons are common-especially on Web pages and GUIs designed by amateurs. Most of these problems can be solved with more attention to detail, more input from various viewpoints, and more testing. This checklist will help you with those tasks. | |||
| Digital Storytelling and Computer Game Design | | BIBAK | HTML | 148-149 | |
| Thom Gillespie | |||
| This workshop uses a combination of short lecture and hands on practice to
introduce digital storytelling and computer game design and the multitude of
skills needed to successfully design digital stories and computer games.
Working examples are taken from two current projects at Indiana University:
Lost Highways and Rock-Paper-Scissors in Lizard Land. Keywords: Digital storytelling, Computer game design, Fun, Human-media interaction,
HMI | |||
| Spoken Dialogue Interfaces | | BIBAK | HTML | 150-151 | |
| Susann LuperFoy | |||
| This introductory tutorial overviews recent advancements and current efforts
in the integration of speech processing with other components of
spoken-dialogue systems. It examines important results in designing,
constructing, and evaluating complete conversational systems that integrate
speech recognition and synthesis with other enabling technologies. Among the
disciplines contributing material for the course are, therefore, speech
recognition and synthesis, but also natural language processing, user-interface
design, machine translation, planning and plan recognition, gesture analysis,
computational discourse, and usability evaluation. The full-day course is
comprised of four sessions including an introduction to the state of the art,
review of existing spoken interface systems, the integration of speech
processing with other interaction modalities, and a closing session on
evaluation methods, tools for developing spoken dialogue systems, and other
issues affecting the spoken interface community. Keywords: Speech, Dialogue, Conversational interfaces, Natural language | |||
| Wizards, Coaches, Advisors, and More: A Performance Support Primer | | BIBAK | HTML | 152-153 | |
| Karen L. McGraw; Bruce A. McGraw | |||
| Today's business environment is complicated. Downsizing means fewer people
doing more. The staff has less time to learn new systems. And while there are
more mission-critical systems in the workplace, there are fewer training
dollars available to ensure proper operation. The result is a 'performance
gap' -- users may not have the skills they need to take full advantage of the
systems they must use. In this tutorial we present a definition and objectives
of performance support and illustrate how performance support can yield ROI.
Next, we review each component and discuss development methodology and design
issues. Finally, we address hurdles to successful projects. Keywords: Performance support, Task-based interface, Coaches, Wizards, Advisors, Help,
Documentation, Knowledge base support | |||
| Product Usability: Survival Techniques | | BIBAK | HTML | 154-155 | |
| Jared M. Spool; Tara Scanlon; Carolyn Snyder | |||
| Product developers are typically faced with small budgets, tight schedules,
and over-committed resources. To deliver high-quality products under these
constraints, developers need an understanding of basic design principles,
techniques that allow them to work effectively with materials on hand, and a
development process that is built around the use of such techniques. This
workshop explains how low-fidelity prototyping and usability testing can be
used in a process of iterative refinement in order to develop more usable
products. Keywords: Design principles, Usability testing, Usability evaluation, Prototyping,
Low-fidelity prototyping, Process management, Product development, Practical
techniques | |||
| Strategic Usability: Introducing Usability into Organisations | | BIBAK | HTML | 156-157 | |
| Sarah Bloomer; Rachel Croft; Helen Kieboom | |||
| Usability may now be practised by a large number of software developers, but
has yet to gain wide acceptance. Communicating the value of usability must
happen across multiple levels of an organisation, and requires speaking several
"languages". This practical, hands-on tutorial will cover techniques for
convincing management or potential clients of the value of usability, in terms
each group understands. It will examine what is required to develop a
usability strategy for a whole organisation to finding data to convince
stakeholders of a single usability activity. Keywords: Strategic usability, Usability strategies, Cost-justification, Communicating
usability data | |||
| Activity Theory: Basic Concepts and Applications | | BIBAK | HTML | 158-159 | |
| Victor Kaptelinin; Bonnie A. Nardi | |||
| This tutorial introduces participants to Activity Theory, a conceptual
approach that provides a broad framework for describing the structure,
development, and context of computer-supported activities. The tutorial will
consist of lectures, discussion and small group exercises. A Web community
will be established so attendees will be able to continue to learn about and
use activity theory. Keywords: Activity Theory, Foundations of HCI, Contextual studies | |||
| Designing User Interfaces from Analyses of Users' Tasks | | BIBAK | HTML | 160-161 | |
| Peter Johnson; Stephanie Wilson; Hilary Johnson | |||
| This tutorial provides a detailed introduction to task analysis and
task-based design. The focus of task analysis is the description of work
tasks, while the focus of task-based design is designing interactive systems
from the perspective of users' work. Techniques from psychology,
ethnomethodology and sociology are used to analyse and describe users' current
work tasks. A framework for modelling work tasks (Task Knowledge Structures)
is used to represent relevant task information. Guidelines are provided to
help the design team envision and reason about how current tasks might be
changed and improved through the design of interactive systems. The envisioned
task descriptions provide the focus for the design and development of
interactive systems that will support the users' work. Keywords: Task analysis, Task-based design, Work analysis, Model-based design, Design
guidelines, Envisioning design, User interface design | |||
| Color and Type in Information Design | | BIBA | HTML | 162-163 | |
| Charles A. Poynton; Mary Mooney | |||
| Work with color and type in the CHI community is often undertaken with a
base of experience and a sense of craftsmanship, but without a firm foundation
in the principles of perception, science, and engineering. In this tutorial,
you will learn the perceptual, color science, and engineering principles that
underlie effective information presentation. You will learn to apply these
principles to the design of graphical user interfaces and information displays.
This tutorial is directed to graphic designers, interface designers, and developers of on-line information. You should have experience in developing user interfaces, experience in creating and manipulating digital imagery, or experience in writing or illustration. | |||
| Getting Started on a Contextual Project | | BIBAK | HTML | 164-165 | |
| Karen Holtzblatt; Hugh Beyer | |||
| Field data gathering techniques such as Contextual Inquiry enable a design
team to collect the detailed customer data they need for their projects. But
when a team wants to apply contextual techniques to their own situation, they
are faced with a host of problems. What project should they start with? Is it
better to introduce them early or late in the process? Given all the different
possible techniques, which will work best for the specific project chosen? How
should the customers be chosen and how should visits to them be set up? Who
should be on the project? It's no wonder people find it hard to get started
with these new techniques in their own organizations.
This tutorial gets participants over the roadblocks in the way of using contextual techniques in their projects. We walk through the different aspects of a contextual project, describing the issues that need to be resolved, the different approaches that can work, and the principles which guide making a choice. We use exercises to give participants the chance to plan aspects of their own projects, so they can do the thinking process themselves and raise any questions raised by their own situations. This tutorial is appropriate to anyone wishing to use field methods to gather customer data for their projects. Some familiarity with these methods is assumed. 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 | |||
| Introduction to Design Ethnography | | BIBAK | HTML | 166-167 | |
| Tony Salvador; Michael Mateas | |||
| Design Ethnography is a set of data collection and analysis perspectives,
assumptions and skills that can be used effectively and efficiently to
understand a particular environment, or domain, of people for the express
purposes of designing new technology products. Working from the data one forms
models of the environment explicitly considering the peoples' relationship to
other people, space, time, artifacts, activities and nature. The models,
graphically represented, are used explicitly to derive and test product
concepts. Keywords: Ethnography, Consumer market, Home, Teenagers, Business communication | |||
| Practical Usability Evaluation | | BIBAK | HTML | 168-169 | |
| 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 | |||
| Designing Usable and Visually Appealing Web Sites | | BIB | HTML | 170-171 | |
| Wayne Neale; Cindy McCombe | |||
| Metaphor Design in User Interfaces: How to Manage Expectation, Surprise, Comprehension, and Delight Effectively | | BIBAK | HTML | 172-173 | |
| Aaron Marcus | |||
| User interface design requires designing metaphors, the essential terms,
concepts, and images representing data, functions, tasks, roles, organizations,
and people. Advanced user interfaces require consideration of new metaphors
and repurposing of older ones. Awareness of semiotic principles, in particular
the use of metaphors, can assist researchers and developers in achieving more
efficient, effective ways to communicate to more diverse user communities. Keywords: Consumers, Culture, Diversity, Graphic design, Icons, Information design,
Metaphors, Multi-media, Productivity tools, Rhetoric, Semantics, Semiotics,
Symbols, User interfaces, Visible language, Web | |||
| Interacting and Designing in Virtual Worlds on the Internet | | BIBAK | HTML | 174-175 | |
| Bruce Damer | |||
| Multi-user virtual worlds are proliferating on the Internet. These are two
and three dimensional graphical environments inhabited by users represented as
digital actors called "avatars". Through this medium, a wide variety of
Internet users are participating in a large scale social experiment and
collaborating on a variety of projects. The inhabited virtual world is an
exciting new medium for HCI professionals including interaction and graphic
designers, and educators and researchers focused on distance learning and
teleworking. It also appeals to children and ordinary users of the Internet as
a vast new digital playground and a venue for personal expression. This
tutorial will introduce participants to a variety of inhabited virtual worlds
and give them hands-on experience in collaboratively building and interacting
with other users in the worlds. Keywords: Virtual worlds, Social computing, Avatars, Collaborative workspaces, VRML,
Three dimensional interfaces | |||
| Practical User Interface Design: Developing within Real-World Constraints | | BIBAK | HTML | 176-177 | |
| 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 | |||
| Managing the Design of the User Interface | | BIBAK | HTML | 178-179 | |
| Deborah J. Mayhew | |||
| The purpose of this tutorial is to provide an overview of practical methods
and techniques for managing the process of designing good user interfaces. The
tutorial is organized around a typical, modern project life cycle, and presents
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 | |||
| Interviewing Customers: Discovering What They Can't Tell You | | BIBAK | HTML | 180-181 | |
| 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, Requirements gathering | |||
| Structured Observation: Practical Methods for Understanding Users and Their Work Context | | BIBAK | HTML | 182-183 | |
| Susan M. Dray | |||
| This tutorial will focus why and how to do observations of users in their
own worksite. Keywords: User-centered design, Observation, Ethnography, Contextual Inquiry,
Qualitative data, User profiles, User data collection, Usability, Tools and
techniques | |||
| Contextual Design: Using Customer Work Models to Drive Systems Design | | BIBAK | HTML | 184-185 | |
| 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 in their own
development process.
In this tutorial we present our 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. We use shopping as our example of work practice throughout this tutorial, since shopping is simple and understood by everyone. We encourage participants to go grocery shopping shortly before the tutorial, and bring any shopping list they may have used, their store receipt, and a drawing of the store layout and their movement through it. 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 | |||
| OVID: Object View and Interaction Design | | BIBAK | HTML | 186-187 | |
| Richard Berry; Scott Isensee; Dave Roberts | |||
| Several methods are already available for object oriented program design.
These methods do not deal with user interface design. The tutorial teaches
OVID, a systematic method for designing Object User Interfaces for use by
product design teams. OVID is a major step in changing user interface design
from art to science. It emphasizes the production of a complete, accurate
model that can be used as input to program design methodologies. Keywords: User interface design, Object oriented, Task analysis | |||
| Drawing on the Right Side of the Brain | | BIBA | HTML | 188-189 | |
| Betty Edwards | |||
| Drawing on the Right Side of the Brain is one of the most effective teaching
methods for drawing ever developed. In this tutorial, the participant will be
introduced to the underlying theory behind the method. The bulk of the session
will involve practical hands-on exercises, which demonstrate the participants
ability to learn to draw, and to learn to "see things more clearly.
In this tutorial you will learn basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing. | |||
| Multimedia Visual Interface Design | | BIBAK | HTML | 190-191 | |
| Susan E. Metros; John G. Hedberg | |||
| Over the past few years, as graphics and imagery have come to dominate our
popular modes of communication, interactive multimedia and WWW developers and
users have become keenly aware of the interplay between these visual elements
and the cognitive functioning of the interface. This tutorial explores the
various facets of this relationship. As a result, participants of this
tutorial will gain a better understanding and a working knowledge of how the
components of visual interface design work in concert with the cognitive
demands of an interface. They will be able to design or direct the design of
functional and visually appropriate interfaces for multimedia, websites,
courseware and/or training modules. Keywords: Cognitive models, Graphic design, Interaction design, Interface design,
Multimedia, User models, Visual design, Visualization, World Wide Web | |||
| Social and Natural Interfaces: Theory and Design | | BIBAK | HTML | 192-193 | |
| Clifford Nass; Byron Reeves | |||
| This tutorial will cover issues related to the theory and design of social
interfaces. The presentation is based on a long-term research project at
Stanford University called Social Responses to Communication Technology (SRCT).
This research shows that all people expect computers to obey a wide range of
social and natural rules. The tutorial will cover 24 different concepts taken
from the social science literature (e.g., personality, politeness, emotions),
discussing both experimental results and the implications of results for the
design of interfaces. The presentation will include an evaluation of current
interfaces. The tutorial is for designers, usability specialists, and anyone
interested in creating or assessing interfaces that conform with social and
natural rules. No knowledge of programming is necessary. Keywords: Social responses to communication technology, SRCT, Interface design, Social
science methods, Personality | |||
| Software Agents | | BIBAK | HTML | 194-195 | |
| Marc Millier | |||
| "Agents" and "Agent technology" have become the new buzzwords in computer
software. Much of this 'buzz' is pure hype similar to the AI hype of the 80's.
The software agents tutorial is intended to provide the attendee an overview of
the software and user interface technologies being applied to autonomous
software modules known as "Agents". This overview should allow the student to
separate the "wheat from the chaff" and provide pointers for the student's
further research into the technology. Keywords: Software agents, Distributed artificial intelligence, Tutorial | |||
| Information Visualization | | BIBAK | HTML | 196-197 | |
| Nahum Gershon; Stuart Card; Stephen G. Eick | |||
| Visual representation of information requires merging of data visualization
methods, computer graphics, design, and imagination. This course describes the
emerging field of information visualization including visualizing retrieved
information from large document collections (e.g., digital libraries), the
World Wide Web, and databases. The course highlights the process of producing
effective visualizations, making sense of information, taking users' needs into
account, and illustrating good practical visualization procedures in specific
case studies. Keywords: Information visualization, Visualization, World Wide Web, WWW, Usability | |||
| Creating Conversational Interfaces for Interactive Software Agents | | BIBAK | HTML | 198-199 | |
| Tandy Trower | |||
| While much research and design has been presented on designing interactive
agents and on speech interfaces, little has been said about combining these
areas. This tutorial presents recommended guidelines for creating
conversational interfaces with agents presented as interactive characters. Keywords: Software agents, Interactive characters, Conversational interfaces, Social
user interface, Speech interfaces | |||
| Java-Based User Interface Development | | BIBAK | HTML | 200-201 | |
| Ian Smith | |||
| This tutorial provide attendees with an understanding of the possibilities
provided by the World Wide Web for application development and a more detailed
understanding of the issues involved in developing user interfaces for the Web
in Java. Keywords: Java, Applets, World Wide Web, User interfaces, Development tools | |||
| Query Previews in Networked Information Systems: the Case of EOSDIS | | BIBK | HTML | 202-203 | |
| Catherine Plaisant; Tom Bruns; Ben Shneiderman; Khoa Doan | |||
Keywords: Dynamic query, Query preview, Network information system, Visualization,
Direct manipulation, Earth science | |||
| Distributed Applets | | BIBAK | HTML | 204-205 | |
| Marc H. Brown; Marc A. Najork | |||
| This video shows several examples of distributed active web content, that
is, applets that can communicate with other applets running on different
machines. Keywords: Active objects, Applets, Distributed applications, Groupware | |||
| WebCard = Email + News + WWW | | BIBA | HTML | 206-207 | |
| Marc H. Brown | |||
| This video shows WebCard, a system that provides integrated and uniform access to email, news, and the Web. WebCard's user interface is based on folders, which can contain mail messages, news articles, and also Web pages. The obvious use of folders is for organizing material, as is done in conventional mail and news readers using folders, and in Web browsers using bookmarks or hotlists. In WebCard, however, folders can contain an arbitrary mix of mail messages, news articles, and Web pages. WebCard also uses folders to present the mail messages, news articles, and Web pages returned by commands such as "search" and "auto surf." | |||
| A Tour of Teamrooms | | BIBAK | HTML | 208-209 | |
| Mark Roseman; Saul Greenberg | |||
| TeamRooms is a groupware environment based on the metaphor of shared virtual
rooms. The system contains user-defined rooms, each with a shared whiteboard,
chat tool and customizable groupware applets. The system also supports a
number of features to help maintain awareness, as well as a rich persistence
mechanism that can act as a group memory. Keywords: Groupware, CSCW, Shared electronic spaces | |||
| The Collaboratory: a Virtual, Collaborative Learning Environment | | BIBAK | HTML | 210-211 | |
| Andy Cargile | |||
| The Collaboratory is the result of a future-oriented project in learning, in
which the process of human-centered design was applied to the observed problems
and opportunities in learning in high schools [1]. It is a shared virtual
space which teaches and facilitates collaboration and project work. This video
describes the Collaboratory project and demonstrates the environment and
interface as a product of the users and design process which helped develop it. Keywords: Collaboration, Project management, Learning, Human-centered design, User
interface design, Virtual spaces, Interactive TV, Multimedia, Teleproxy, User
observation | |||
| A GUI Paradigm Using Tablets, Two-hands and Transparency | | BIBAK | HTML | 212-213 | |
| George Fitzmaurice; Thomas Baudel; Gordon Kurtenbach; Bill Buxton | |||
| An experimental GUI paradigm is presented which is based on the design goals
of maximizing the amount of screen used for application data, reducing the
amount that the UI diverts visual attentions from the application data, and
increasing the quality of input. In pursuit of these goals, we integrated the
non-standard UI technologies of multi-sensor tablets, toolglass [1],
transparent UI components [4], and marking menus [6]. While our prototypes and
efforts focus within the domain of creating digital art, we believe the
concepts and lessons learned are generalizable to other domains. The video
shows three main segments: (1) motivation by showing an artist using
traditional paper-based interactions, (2) a prototype system called T3 and (3)
integration of the concepts into StudioPaint, a high end commercial paint
application. Keywords: Two-handed input, Toolglass, Tablets, Transparency, Marking menus, Task
integration, Divided attention | |||
| The Amulet User Interface Development Environment (Video) | | BIBK | HTML | 214-215 | |
| Brad A. Myers; Richard G. McDaniel; Robert C. Miller; Alan Ferrency; Ellen Borison; Andrew Faulring; Andy Mickish; Patrick Doane; Alex Klimovitski | |||
Keywords: Toolkit, User interface development environment, User interface management
system, Application framework | |||
| Technology at Home: A Digital Personal Scale | | BIBAK | HTML | 216-217 | |
| Sigi Moeslinger | |||
| This project is a conceptual study for the design of a digital personal
scale that allows for user personalization and weight data tracking. The study
is a demonstration of an integrated hardware/software development process, of
an approach to ubiquitous computing and of the inclusion of socio-cultural
study into the product development process. It is designed for the home market
and special emphasis is given to providing a rich user experience. Keywords: Design, Hardware/software integration, Socio-Cultural relevance, Ubiquitous
computing, Physical interaction, User experience | |||
| An Animated Direct-Manipulation Interface to Digital Library Services | | BIBAK | HTML | 218-219 | |
| Steve B. Cousins; Ken Pier | |||
| The Digital Library Integrated Task Environment (DLITE) is a novel user
interface concept for distributed document collections and services. It is an
interaction prototype, not a polished graphical user interface, and is a front
end to an evolving variety of distributed document services. DLITE is part of
the Stanford University Digital Libraries research project. This videotape
explains the principles of the DLITE design and shows the current
implementation in action. Keywords: Digital library, User interface, Direct-manipulation, World Wide Web,
Holophrasting | |||
| Basic Research Symposium | | BIBA | HTML | 220 | |
| Susanne Jul; Leon Watts | |||
| The Basic Research Symposium is a special event with a five-year history at
CHI. It is a hybrid between a mini-conference and a workshop that presents an
opportunity for researchers from different disciplines to share their visions
through exchanging new developments and insights from their own fields. The
goal of the Symposium is to provide an interactive forum to promote and enhance
scientific discussions of developing research issues. It is designed to
advance understanding and dialogue among fellow researchers as well as to
encourage asking of questions and reflection on methods and results. It is a
unique opportunity to learn about the variety of perspectives present in the
international HCI research community and to apply the often radically different
criteria associated with those perspectives to one's own work.
The goal of the workshop is to draw implications for the design of navigable worlds and navigational aids from a common understanding of navigation, including its relationship to other activities, and its requirements. The workshop provides an opportunity for individuals who are currently separated by discipline and domain to meet and create a shared understanding. | |||
| Ubiquitous Computing: The Impact on Future Interaction Paradigms and HCI Research | | BIBK | HTML | 221-222 | |
| Gregory D. Abowd; Bill N. Schilit | |||
Keywords: Ubiquitous computing, Future computing environments, Applications research | |||
| Research Issues in Wearable Computers | | BIBK | HTML | 223 | |
| Len Bass; Dan Siewiorek; Steve Mann; Chris Thompson | |||
Keywords: Wearable computers, Body worn computers, Eyes free operation of computers,
Hands free operation of computers, User interface paradigms | |||
| Design Strategies & Methods in Interaction Design: The Past, Present, and Future | | BIBAK | HTML | 224-225 | |
| Richard Branham; Alp Tiritoglu | |||
| The complexity of user interface design demands well-chosen strategies and
methods to optimize the design process. This two day workshop is designed to
provide the understanding and application of design strategies and methods
[DS&M] for the development of user interfaces. Participants will identify the
past, present and the future of the principles of design thinking, design
processes and DS&M. This workshop will try to find answers to what strategies
and methods could be effective in the development of interaction design in the
future. Keywords: Design thinking, Design strategies, Design methods, Design process, User
interface design, Design research, Design principles, Interaction,
User-centered design, Enabling interfaces, Design representation techniques,
Creative methods, Rational methods | |||
| Putting It All Together: Pattern Languages for Interaction Design | | BIBA | HTML | 226 | |
| Thomas Erickson; John Thomas | |||
| Interaction design is becoming an increasingly complex and diverse activity. It is becoming more complex because existing technologies are becoming smaller and cheaper and thus more ubiquitous, even as new sensing and effector technologies are entering the scene. This complexity is exacerbated by the task of integrating technologies into workplaces which we are recognizing as complex sociotechnical systems filled with customs and practices which we disrupt at our peril. Simultaneously, interaction design is becoming more diverse, drawing on disciplines ranging from anthropology to visual design, making the domain experts (i.e. end users) a more integral part of the process. The diversification of interaction design is also being driven by customization: as systems become increasingly customizable more design is being done in the workplace by MIS departments, outside consultants, and the end users themselves. | |||
| Usability Testing of World Wide Web Sites | | BIBK | HTML | Web Page | 227 | |
| Michael D. Levi; Frederick G. Conrad | |||
Keywords: Usability testing, Evaluation, Usability engineering, World Wide Web | |||
| Augmented Conceptual Analysis of the Web | | BIBK | HTML | 228 | |
| Wendy A. Kellogg; Jakob Nielsen | |||
Keywords: World Wide Web, WWW, Evolution of the web, Conceptual analysis of the web | |||
| Cognitive and Software Solutions for Computer-related Anxiety | | BIBAK | HTML | 229 | |
| Judith Ramsay; Richard Jacques | |||
| The goal of this workshop is to focus discussion on how to design
inexpensive but effective techniques for the management of computer-related
anxiety. These techniques may be geared either towards the design of software,
or towards the design of training or stress-management techniques. Keywords: Human-computer interaction, Computer-related anxiety, Minority groups,
Coping techniques | |||
| Navigation in Electronic Worlds | | BIBAK | HTML | 230 | |
| George Furnas; Susanne Jul | |||
| The goal of the workshop is to draw implications for the design of navigable
worlds and navigational aids from a broader, shared understanding of
navigation, including its relationship to other activities, and its
requirements. The workshop provides an opportunity for individuals who are
currently separated by discipline and domain to meet and create a common
understanding. Keywords: Navigation, Information access, Electronic worlds | |||
| Entertainment is a Human Factor: Game Design and HCI | | BIBK | HTML | 231 | |
| Chuck Clanton; Lynn Cherny; Erik Ostrom | |||
Keywords: Game design, User interface design, Iterative design, Problem solving | |||
| Object-Oriented Model in User Interface Design | | BIBA | HTML | 232 | |
| Mark van Harmelen; Bernard Horan | |||
| Objects have been used as the informal basis for the conceptual design of interactive systems for at least a decade. Given recent advances in the development of object-oriented modeling languages and methodologies, it is now timely to re-evaluate the role of object-modeling during the process of user interface design. | |||
| Interactive Systems for Supporting the Emergence of Concepts and Ideas | | BIBAK | HTML | 233 | |
| Ernest A. Edmonds; Thomas P. Moran | |||
| The research question is how interactive systems can aid users in quickly
creating and manipulating visual representations and whether they can support
the discovery of new relationships, structures, and meanings in the materials.
This is clearly an important new direction for the development of computer
system design. Keywords: Emergence, Discovery, Sketching, Interaction | |||
| HCI Research and Practice Agenda Based on Human Needs and Social Responsibility | | BIBA | HTML | 234 | |
| Michael J. Muller; Cathleen Wharton | |||
| The purpose of this workshop is to bring together HCI researchers and practitioners from diverse backgrounds, to explore and define new opportunities in HCI research and practice. We adopt the strategy of motivating our discussion of research and practice goals through a consideration of human needs and social responsibility. The rich diversity of human needs, and the intricate dialogues of socially responsible work, provide dramatic challenges to advance the state of research and practice in our field. The outcome will be new issues and projects of both theoretical and applied value. These issues and challenges will provide opportunities for developments and innovations of primary importance to our field. | |||
| Testing for Power Usability | | BIBK | HTML | 235 | |
| Keith S. Karn; Thomas J. Perry; Marc J. Krolczyk | |||
Keywords: Power user, Usability, Testing, Evaluation, Production systems | |||
| Speech User Interface Design Challenges | | BIBK | HTML | 236 | |
| Susan Boyce; Amir Mane; Demetrios Karis; Nicole Yankelovich | |||
Keywords: Automatic speech recognition, Natural language processing | |||
| Awareness in Collaborative Systems | | BIBK | HTML | 237 | |
| Susan E. McDaniel; Tom Brinck | |||
Keywords: Awareness, Distributed work, CSCW, Telework | |||